Invisible, Inc.

Invisible, Inc.

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Invisible Inc [Modded] Reference Guide
By wodzu_93 and 2 collaborators
This guide will introduce you to all content Invisible Inc has to offer, including base game (vanilla), dlc, and most mods from the workshop.
   
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Introduction
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=885528674
Hello, Operator! This guide will help you familiarize yourself will all content Invisible Inc has to offer.
Specifically, it covers base game, DLC and Community Modpack with all content and changes, all mod settings at their defaults. Since this is more of a data repository than guide, there won't be any "how to play" tips, look for other guides for that. For any questions and troubleshooting, talk to us on discord: https://discord.gg/aQrXEse


Up to date with:
"Advanced Guard Protocol" by cyberboy2000, update 22 May 2020
"Age of Lever" by wodzu_93, update 7 July 2021
"Agent Mods Combo" by Shirsh, update 25 May 2021
"Agent 47" mod wodzu_93 and Hekateras, update 1 April 2021
"Archive Mod Agents" mod by wodzu_93, update 16 December 2021
"Carmen Sandiego" by wodzu_93, Hekateras, update 23 February 2021
"Dosan - Mark of the Ninja" by Lord Cio, update 9 October 2017
"New Items and Augments" by wodzu_93, update 12 January 2022
"PEIA Legends" by Hekateras, update 25 May 2021
"Programs Extended" by wodzu_93, update 20 March 2022
"Red (from Transistor)" by Mobbstar and Hekateras, update 13 March 2019
"Talon Recruitment" by Saltrain, update 18 October 2020
"Worldgen Extended" by wodzu_93, update 29 August 2021
Agents pt.1
This section will list all agents selectable at campaign start.

Decker - ON FILE
Source: Base Game
Unlock Requirement: Nothing, selectable from the start.
Skills: Speed 2
Red Algorithm: Chase
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Neural Networking
Starting Items:
- Neural Disrupter
- Modded Cloaking Rig

Decker - ARCHIVE
Source: Base Game
Unlock Requirement: 2630 XP
Skills: All 1
Red Algorithm: Chase
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Sensory Injector
Starting Items:
- Neural Disrupter
- Refurbished Revolver

Internationale - ON FILE
Source: Base Game
Unlock Requirement: Nothing, selectable from the start.
Skills: Hacking 2
Red Algorithm: Triangulate
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Wireless Emitter
Starting Items:
- Neural Disrupter

Internationale - ARCHIVE
Source: Base Game
Unlock Requirement: 2630 XP
Skills: Hacking 2
Red Algorithm: Triangulate
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Network Siphon
Starting Items:
- Neural Disrupter

Shalem 11 - ON FILE
Source: Base Game
Unlock Requirement: 80 XP
Skills: Strength 2
Red Algorithm: Aim
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 4
Starting Augments:
- Enchanced Optics
Starting Items:
- Salvaged Disrupter
- Desert Wind

Shalem 11 - ARCHIVE
Source: Base Game
Unlock Requirement: 3230 XP
Skills: All 1
Red Algorithm: Aim
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 4
Starting Augments:
- None
Starting Items:
- Neural Disrupter
- Hand Cannon
- Custom Med-Gel Injector

Banks - ON FILE
Source: Base Game
Unlock Requirement: 80 XP
Skills: Anarchy 2
Red Algorithm: Besiege
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Crypto Computer
Starting Items:
- Neural Disrupter
- Scorpion Paralyzer
Other: Sight range limited to 2 tiles when not peeking.

Banks - ARCHIVE
Source: Base Game
Unlock Requirement: 3230 XP
Skills: Anarchy 2
Red Algorithm: Besiege
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- None
Starting Items:
- Neural D.A.R.T
- Banks' Custom Econ Chip

Xu - ON FILE
Source: Base Game
Unlock Requirement: 830 XP
Skills: All 1
Red Algorithm: Mischief
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Subdermal Tools
Starting Items:
- Neural Disrupter
- Modded Shock Trap

Xu - ARCHIVE
Source: Base Game
Unlock Requirement: 3830 XP
Skills: All 1
Red Algorithm: Mischief
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Thermal Generator
Starting Items:
- Neural Disrupter
- Tony's Modded EMP

Nika - ON FILE
Source: Base Game
Unlock Requirement: 830 XP
Skills: All 1
Red Algorithm: Punch
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Adrenal Regulator
Starting Items:
- Nika's Volt Disrupter

Nika - ARCHIVE
Source: Base Game
Unlock Requirement: 3830 XP
Skills: All 1
Red Algorithm: Punch
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Discharge Re-Router
Starting Items:
- Neural Disrupter

Sharp - ON FILE
Source: Base Game
Unlock Requirement: 2030 XP
Skills: Hacking 2
Red Algorithm: Exceed
Augment Slots:
- Starting: 6
- Max: 6
Item Slots: 3
Starting Augments:
- Modular Cybernetic Frame
Starting Items:
- Neural Disrupter

Sharp - ARCHIVE
Source: Base Game
Unlock Requirement: 5030 XP
Skills: Hacking 2
Red Algorithm: Exceed
Augment Slots:
- Starting: 6
- Max: 6
Item Slots: 3
Starting Augments:
- Modular Cybernetic Frame X2
Starting Items:
- Neural Disrupter

Prism - ON FILE
Source: Base Game
Unlock Requirement: 2030 XP
Skills: Anarchy 2
Red Algorithm: Integrity
Augment Slots:
- Starting: 1
- Max: 4
Item Slots: 3
Starting Augments:
- Refraction Chamber
Starting Items:
- Neural Disrupter

Prism - ARCHIVE
Source: Base Game
Unlock Requirement: 5030 XP
Skills: Anarchy 2
Red Algorithm: Integrity
Augment Slots:
- Starting: 0
- Max: 4
Item Slots: 3
Starting Augments:
- None
Starting Items:
- Holo Projection Mesh
- Buster Chip
Agents pt.2
Central - ON FILE
Source: Base Game
Unlock Requirement: Complete campaign on at least Experienced difficulty.
Skills: Anarchy 3
Red Algorithm: Parry
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Antiviral Proxy
Starting Items:
- Neural Disrupter

Monst3r - ON FILE
Source: Base Game
Unlock Requirement: Complete campaign on at least Experienced difficulty.
Skills: Hacking 3
Red Algorithm: Yield
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Multiplicative Network Routing
Starting Items:
- Overclocked Neural D.A.R.T

Olivia - ARCHIVE
Source: "Contigency Plan" DLC
Unlock Requirement: Nothing, selectable from the start.
Skills: Anarchy/Larceny 2
Red Algorithm: Coup
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Ambient Turbine
Starting Items:
- Neural Disrupter
- Cry Baby

Derek - ARCHIVE
Source: "Contigency Plan" DLC
Unlock Requirement: Nothing, selectable from the start.
Skills: Hacking 2
Red Algorithm: Grace
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Particle Envelope
Starting Items:
- Neural D.A.R.T
- Transport Beacon

Draco - ON FILE
Source: "PEIA Legends" by Hekateras
Unlock Requirement: Nothing, selectable from the start.
Skills: Strength 3
Red Algorithm: Read
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 5
Starting Augments:
- Neural Pattern Grid (ON FILE version)
Starting Items:
- Corporate Sidearm
- Custom Smoke Grenade

Draco - ARCHIVE
Source: "Contigency Plan" DLC
Unlock Requirement: Nothing, selectable from the start.
Skills: Strength 2
Red Algorithm: Read
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 4
Starting Augments:
- Neural Pattern Grid (ARCHIVE version)
Starting Items:
- Neural Disrupter
- Plasma Gun

Rush - ON FILE
Source: "PEIA Legends" by Hekateras
Unlock Requirement: Nothing, selectable from the start.
Skills: Speed 3
Red Algorithm: Attention
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Kinetic Dynamo
Starting Items:
- Volt Disrupter
- Static Bomb

Rush - ARCHIVE
Source: "Contigency Plan" DLC
Unlock Requirement: Nothing, selectable from the start.
Skills: Speed 2
Red Algorithm: Attention
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Kinetic Capacitor
Starting Items:
- Neural Disrupter
- Burst Stim

N-Umi - ON FILE
Source: "Agent Mods Combo" mod by Shirsh
Unlock Requirement: Nothing, selectable from the start.
Skills: All 1
Red Algorithm: Tuning
Augment Slots:
- Starting: 2
- Max: 4
Item Slots:
Starting Augments:
- E-Store Account Link
Starting Items:
- Neural Disrupter 1
- Spider Drone Kit

N-Umi - ARCHIVE
Source: "Archive Mod Agents" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
Skills: Hacking 2
Red Algorithm: Tuning
Augment Slots:
- Starting: 2
- Max: 4
Item Slots:
Starting Augments:
- Neural Drone Uplink
Starting Items:
- Volt Disrupter 1
- EMP Pack

Mist - ON FILE
Source: "Agent Mods Combo" mod by Shirsh
Unlock Requirement: Nothing, selectable from the start.
Skills: All 1
Red Algorithm: Transpose
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Sensory Inhibitor
Starting Items:
- Weak Volt Disrupter
- Hologram Projector

Mist - ARCHIVE
Source: "Archive Mod Agents" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
Skills: All 1
Red Algorithm: Transpose
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Mainframe Sensory
Starting Items:
- Riot D.A.R.T.
- Camera Canister

Dr. Pedler - ON FILE
Source: "Agent Mods Combo" mod by Shirsh
Unlock Requirement: Nothing, selectable from the start.
Skills: All 1
Red Algorithm: Brawl
Augment Slots:
- Starting: 2
- Max: 8
Item Slots: 4
Starting Augments:
- Heavy Frame
Starting Items:
- Scanning Beacons
- Cybermat Disrupter
Other:
- Noise range while sprinting: +3 (8)
- Cannot be KO'ed
- Dragging AP Cost: -0.5 (2.5)

Dr. Pedler - ARCHIVE
Source: "Archive Mod Agents" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
Skills: All 1
Red Algorithm: Brawl
Augment Slots:
- Starting: 2
- Max: 8
Item Slots: 4
Starting Augments:
- Prototype Frame
Starting Items:
- Volt Disrupter 1
- Ventricular Lance
Other:
- Max augment slots: 8
- Cannot be KO'ed

Ghuff - ON FILE
Source: "Agent Mods Combo" mod by Shirsh
Unlock Requirement: Nothing, selectable from the start.
Skills: All 1
Red Algorithm: Sleuth
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Reptilian Eyes
Starting Items:
- Neural Disrupter 1
- Decoy Pack

Ghuff - ARCHIVE
Source: "Archive Mod Agents" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
Skills: All 1
Red Algorithm: Sleuth
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Thorough Detective
Starting Items:
- Volt Disrupter 1
Agents pt.3
Sombra - ON FILE
Source: "Talon Recruitment" mod by Saltrain
Unlock Requirement: Nothing, selectable from the start.
Skills: Speed 2
Red Algorithm: Checksum
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Ranged EMP
Starting Items:
- Kinetic Cloak Rig
- Translocator

Widowmaker - ON FILE
Source: "Talon Recruitment" mod by Saltrain
Unlock Requirement: Nothing, selectable from the start.
Skills: All 1
Red Algorithm: Checksum
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Widowsight
Starting Items:
- Widow's Kiss
- Venom Mine

Red - ON FILE
Source: "Transistor - Red" mod by Mobbstar and Hekateras
Unlock Requirement: Nothing, selectable from the start.
Skills: Anarchy 2
Red Algorithm: Crash
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Transistor
Starting Items:
- Neural Disrupter 1
- Med-Gel

Carmen Sandiego
Source: "Carmen Sandiego" mod by wodzu_93 and Hekateras
Unlock Requirement: Nothing, selectable from the start.
Skills: Anarchy 2
Red Algorithm: Checksum
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 8
Starting Augments:
- The Greatest Thief
Starting Items:
- Custom Safecracking Tools

N. Chrysler - ON FILE
Source: "Age of Lever" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
Skills: All 1
Red Algorithm: Checksum
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Quantum Communicator
- Mastermind Processor
Starting Items:
- Charge Pack

N. Chrysler - ARCHIVE
Source: "Age of Lever" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
Skills: All 1
Red Algorithm: Checksum
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Legit Partner
- Stall Chip

Elias - ON FILE
Source: "Age of Lever" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
Skills: Strength 2
Red Algorithm: Checksum
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 4
Starting Augments:
- Distinctive Perceptors
- Melee Master

Elias - ARCHIVE
Source: "Age of Lever" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
Skills: Strength 2
Red Algorithm: Checksum
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 4
Starting Augments:
- Janitor Clearance
- Sucker Punch
Starting Items:
- Neural Disrupter 1

Softson - ON FILE
Source: "Age of Lever" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
Skills: Hacking 2
Red Algorithm: Checksum
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Blueprint Intel
- Lucille 9.0 PWR Stream
Starting Items:
- Portable Siphon Server

Softson - ARCHIVE
Source: "Age of Lever" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
Skills: Hacking 2
Red Algorithm: Checksum
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Iceman Chip
- The D.E.D
Starting Items:
- High School Buster

Piker - ON FILE
Source: "Age of Lever" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
Skills: Anarchy 2
Red Algorithm: Checksum
Augment Slots:
- Starting: 1
- Max: 4
Item Slots: 3
Starting Augments:
- Piker Training

Piker - ARCHIVE
Source: "Age of Lever" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
Skills: Anarchy 2
Red Algorithm: Checksum
Augment Slots:
- Starting: 1
- Max: 4
Item Slots: 3
Starting Augments:
- Experimental Cyberthief

Sarah K. - ON FILE
Source: "Age of Lever" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
Skills: All 1
Red Algorithm: Checksum
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Grifting Alias
- Pheromone Dispenser
Starting Items:
- Hologram Projector

Sarah K. - ARCHIVE
Source: "Age of Lever" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
Skills: All 1
Red Algorithm: Checksum
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Old-School Grifting
- Poor Lost Person
Starting Items:
- Camera Canister

S. Beveraux - ON FILE
Source: "Age of Lever" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
Skills: All 1
Red Algorithm: Checksum
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Grifting Alias
Starting Items:
- Business Partner Econ Chip

S. Beveraux - ARCHIVE
Source: "Age of Lever" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
Skills: All 1
Red Algorithm: Checksum
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Old-School Grifting
- Sales Pitch
Starting Items:
- Vault Access Card

Dosan - ON FILE
Source: "Dosan - Mark of the Ninja" mod by Lord Cio
Unlock Requirement: Nothing, selectable from the start.
Skills: All 1
Red Algorithm: Checksum
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Dosan's Pride
Starting Items:
- Ancient Training

Agent 47 - ON FILE
Source: "Agent 47" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
Skills: Strength 2
Red Algorithm: Anopsia
Augment Slots:
- Starting: 2
- Max: 4
Item Slots: 3
Starting Augments:
- Disguise Fabricator
Starting Items:
- Garotte
- Silverballer
Agent Exclusive Items and Augments pt.1
This section lists all items and augments that are unique to the agent.


Decker - On File

Neural Networking
Source: Base Game, changes by "New Items and Augments" mod
Type: Augment
Used On: Mainframe devices with unknown Daemon
Effect: Identifies the Daemon and generates 2 PWR.

Modded Cloaking Rig
Source: Base Game, changes by "New Items and Augments" mod
Type: Item
Value: 400 CR
Cooldown: 17
Range: 3
Duration: 1
Used On: Agents
Effect: Renders all agents within range invisible unless they attack.


Decker - Archive

Sensory Injector
Source: Base Game
Type: Augment
Used On: N/A
Effect: Gives 2 AP when seen by a guard. Includes peripheral vision.

Refurbished Revolver
Source: Base Game
Type: Ranged Weapon
Value: 0 CR
Damage Type: Lethal
Ammo: 6, No Reloads
Armor Piercing: 0
Noise Radius: 6
Used On: Guards, Cameras, Turrets


Internationale - On File

Wireless Emitter
Source: Base Game
Type: Augment
Range: 6
Used On: Consoles
Effect: Passively reveals mainframe objects within range. Hijack Consoles remotely within range.


Internationale - Archive

Network Siphon
Source: Base Game, changes by "New Items and Augments" mod
Type: Augment
PWR Gen: 2 x Alarm Level
Used On: N/A
Effect: Generates PWR when alarm level increases until max alarm level is reached.


Shalem 11 - On File

Enchanced Optics
Source: Base Game, changes by "New Items and Augments" mod
Type: Augment
Used On: N/A
Effect: +2 ranged armor piercing.

Salvaged Disrupter
Source: Base Game
Damage Type: 2 Turn KO
Armor Piercing: 0
Noise Radius: 0
Cooldown: 5
CR Cost: 300

Desert Wind
Source: Base Game, changes by "New Items and Augments" mod
Type: Ranged Weapon
Value: 600 CR
Damage Type: Lethal
Ammo: 1 Charge
Armor Piercing: 0
Noise Radius: 4
Used On: Guards, Cameras, Turrets


Shalem 11 - Archive

Custom Med-Gel Injector
Source: "New Items and Augments" mod
Type: Med Gel
Value: 450 CR
Charges: 1
Used On: Dead/KO'd agents
Agent Exclusive Items and Augments pt.2
Banks - On File

Crypto Computer
Source: Base Game
Type: Augment
Used On: Locked Security Doors
Effect: Unlocks a door without a need for a Keycard.

Scorpion Paralyzer
Source: "New Items and Augments" mod
Type: Paralyzer
Value: 400 CR
Bonus KO: 2
Cooldown: 7
Skill Requirement: Anarchy 2
Used On: KO'd Human Guards
Effect: Reduces AP by 2 to minimum of 4.


Banks - Archive

Banks' Custom Econ Chip
Source: Base Game
Type: Item
Value: 800 CR
Cooldown: 4
Used On: Consoles
Conversion: 50 CR for 1 PWR
Effect: Converts PWR from Consoles to CR.


Xu - On File

Subdermal Tools
Source: Base Game
Type: Augment
Used On: Object with a firewall, Guard's Heart Monitor
Effect: Spend attack action to EMP adjacent objects for 1 turn, or disable Heart Monitors permanently. -1 max AP.

Modded Shock Trap
Source: Base Game, changes by "New Items and Augments" mod
Type: Item
Value: 400 CR
Damage Type: 2 Turn KO
Armor Piercing: Ignores Armor
Cooldown: 5
Range: 3
Used On: Doors


Xu - Archive

Thermal Generator
Source: Base Game
Type: Augment
Used On: N/A
Effect: Once a turn, using item with 3 or more cooldown will generate 2 PWR.

Tony's Modded EMP
Source: Base Game, changes by "New Items and Augments" mod
Type: Item
Value: 600 CR
Cooldown: 7
Range: 2
Duration: 8
Noise Radius: 2
Used On: Objects with a firewall, Heart Monitors


Nika - On File

Adrenal Regulator
Source: Base Game, changes by "New Items and Augments" mod
Type: Augment
Effect: Unlimited attacks. Attack grants 3 AP. AP cost increases by 1 with each attack, resetting every turn.

Nika's Volt Disrupter
Source: Base Game
Type: Melee Weapon
Value: 500 CR
Damage Type: 2 Turn KO
Armor Piercing: 0
Noise Radius: Silent
PWR Cost: 2
Used On: Human Guards


Nika - Archive

Discharge Re-Router
Source: Base Game
Type: Augment
Cooldown: 1
Effect: Reduce all held item cooldowns by 1 when spending an attack action.


Sharp - On File

Modular Cybernetic Frame
Source: Base Game
Type: Augment
Effect: Every 3 augments installed increase KO damage by 1.


Sharp - Archive

Modular Cybernetic Frame X2
Source: Base Game
Type: Augment
Effect: Every 3 augments installed increase armor piercing by 1. -1 AP.


Prism - On File

Refraction Chamber
Source: Base Game
Type: Augment
Used On: N/A
Effect: Gain 1 PWR when mainframe device is captured, max 2 PWR per turn.


Prism - Archive

Holo Projection Mesh
Source: Base Game
Type: Item
Value: 500 CR
PWR Cost: 2
PWR Drain: 2
Used On: User
Effect: Activates Disguise. Both activation and maintaining disguise costs PWR. Disguise is dropped when attacking or sprinting.
Agent Exclusive Items and Augments pt.3
Central - On File

Antiviral Proxy
Source: Base Game, changes by "New Items and Augments" mod
Type: Augment
Ammo: 0/15
Used On: Consoles, Mainframe devices with a daemon on
Effect: Gain and store 3 PWR on Daemon install, includes Algorithms. Use at a Console to transfer stored PWR to Incognita, or delete a Daemon in adjacent mainframe device for 5 PWR stored.


Monst3r - On File

Multiplicative Network Routing
Source: "New Items and Augments" mod by wodzu_93
Type: Augment
Effect: When hijacking a Console, another random, yet not hijacked Console will have its PWR increased by amount in currently hijacked Console. If hijacked Console is the last one, gain (50 * Console PWR) Credits instead. -1 max AP.


Olivia - Archive

Ambient Turbine
Source: "Contigency Plan" DLC
Type: Augment
Effect: Gain PWR equal to KO damage done in melee.


Derek - Archive

Particle Envelope
Source: "Contigency Plan" DLC
Type: Augment
Effect: Teleports user to location of 'Transport Beacon'.

Transport Beacon
Source: "Contigency Plan" DLC
Type: Thrown Item
Value: 300 CR
Cooldown: 6
PWR Cost: 4
Used On: Floor Tile, activate in mainframe view
Effect: Teleports the user of 'Particle Envelope' augment to beacon's location. Tile must be clear.
Other: This item is retained with captured Derek.


Draco - On File

Neural Pattern Grid (on file)
Source: "PEIA Legends" by Hekateras
Type: Augment
Used On: KOed or Dead Human Guards
Effect: +3 max AP. -2 max AP every alarm level (min 5). First dead guard scanned resets max AP. Each additional dead guard scanned gives +0.5 AP per alarm level.
KOed Guards:
  • 2-5 AP
  • 100 CR
  • 1-4 PWR
  • -2 to cooldown of all caried items

Custom Smoke Grenade
Source: "PEIA Legends" by Hekateras
Type: Thrown Weapon
Value: 300 CR
Cooldown: 5
Charges: 1
Range: 5
Used On: Tiles
Effect: Creates smoke in and around targeted tile that dissipates at end of the turn.


Draco - Archive

Neural Pattern Grid (archive)
Source: "Contigency Plan" DLC
Type: Augment
Used On: KOed or Dead Human Guards
Effect: Scan target to get a bonus.
KOed Guards:
  • 2-5 AP
  • 100 CR
  • 1-4 PWR
  • -2 to cooldown of all caried items
Dead Guards: Random Skill
Other: When all skills are maxed, scanning will always give bonuses as for KOed targets.


Rush - On File

Kinetic Dynamo
Source: "PEIA Legends" by Hekateras
Type: Augment
Effect: Generate 1 PWR for every 10 tiles sprinted. Can safely move 1 tile under overwatch while sprinting. Cannot use ranged weapons. Can melee while seen. +2 Sprint noise radius.

Static Bomb
Source: "PEIA Legends" by Hekateras
Type: Thrown Weapon
Value: 600 CR
Cooldown: 8
Range: 5
Used On: Tiles
Effect: Disables Sound Bug in range for 5 turns. Guards in range investigate the explosion. Targeted guard is alerted and loses hearing for 2 turns.


Rush - Archive

Kinetic Capacitor
Source: "Contigency Plan" DLC
Type: Augment
Effect: Sprinting grants it's user +1 armor piercing and +1 KO damage to melee weapons.


Sombra - On File

Ranged EMP
Source: "Talon Recruitment" by Puppetsquid
Type: Augment
PWR Storage: 6
PWR Cost: Half of target's firewalls
Range: 8
Used On: Objects with firewall
Effect: Use Consoles to store PWR. Use PWR to EMP targets. PWR is stored between missions. Can open Security Doors in range temporarily.

Kinetic Cloak Rig
Source: "Talon Recruitment" by Puppetsquid
Type: Item
Value: 400
Cooldown: 10
Movement Limit: 6
Used On: User
Effect: Renders user invisible until next turn unless they attack. Activation grants 3 AP.

Translocator
Source: "Talon Recruitment" by Puppetsquid
Type: Thrown Item
Ammo: 3, starts with 1
Used On: Floor Tile
Effect: Use in mainframe to teleport user to Translocator's location. Self-destructs at the end of next turn.
Other: Charge Packs refill only 1 ammo.


Widowmaker - On File

Widowsight
Source: "Talon Recruitment" by Puppetsquid
Type: Augment
Cooldown: 5
Radius: 5
Used On: Guards
Effect: Peeking reveals guards in range. +1 ranged armor piercing versus tagged or observed guards.

Widow's Kiss
Source: "Talon Recruitment" by Puppetsquid
Type: Ranged Weapon
Damage Type:
  • 2 Turn KO, uses Charges
  • Lethal, uses Ammo
Ammo:
  • 1 Ammo
  • 2 Charges
Armor Piercing:
  • 0 for KO damage
  • 1 for Lethal damage
Noise Radius: Silent
AP Cost: 4 when switching to Lethal damage
AP Gain: 4 when switching to KO damage
Used On: Guards, Cameras, Turrets
Other: Can switch between KO and Lethal Damage.

Venom Mine
Source: "Talon Recruitment" by Puppetsquid
Type: Thrown Item
Cooldown: 7
Used On: Floor Tile
Effect: Triggers when guards passes by. Distracts and tags the guard.
Agent Exclusive Items and Augments pt.4
N-Umi - On File

E-Store Account Link
Source: "Mods Combo" by Shirsh
Type: Augment
CR Cost: 74
AP Cost: 1
Used On: User
Effect: Spend CR and AP to buy PWR.

Spider Drone
Source: "Mods Combo" by Shirsh
Type: Thrown Item
Value: 1200 CR
PWR Cost: 6
Charges: 1
Used On: Floor Tile
Effect: Spawn Spider Drone. Can carry 1 item and operate Consoles.
Other: Can only be used by N-Umi


N-Umi - Archive

Neural Drone Uplink
Source: "Archive Mod Agents" by wodzu_93
Type: Augment
Used On: Drones
Cooldown: 8
Range: 6
Effect: Take Control of any drone in range. Control time is extended by 4 turns.


Mist - On File

Sensory Inhibitor
Source: "Mods Combo" by Shirsh
Type: Augment
PWR Cost: 2 + 2 for each guard already shaded this turn
Range: 7
Used On: Human Guards
Effect: Blinds and deafens target until next turn. Costs attack action.

Weak Volt Disrupter
Source: "Mods Combo" by Shirsh
Damage Type: 1 Turn KO
Armor Piercing: 0
Noise Radius: Silent
PWR Cost: 2
CR Cost: 150
Used On: Human Guards


Mist - Archive

Mainframe Sensory
Source: "Archive Mod Agents" by wodzu_93
Type: Augment
Range: 6
Used On: User
Effect: KO the user for 2 turns. Breaks 2 firewalls on all mainframe devices in range, with 15% chance of reversing a Daemon if there is one.


Dr. Pedler - On File

Heavy Frame
Source: "Mods Combo" by Shirsh
Type: Augment
PWR Cost: 2
AP Cost: 2
Used On: Unlocked Doors
Effect: Break down a door.
PASSIVE: Melee attacks cost 3 AP and deal +2 KO damage. +1 inventory size. Can use Consoles remotely from 3 tiles away.

Cybermat Disrupter
Source: "Mods Combo" by Shirsh
Type: Melee Weapon
Value: 500 CR
Damage Type: 2 Turn KO
Armor Piercing: 0
Noise Radius: Silent
Cooldown: 3
Used On: Human Guards
Other: Gain 1 PWR when used. Can only be used by Dr. Pedler.


Dr. Pedler - Archive

Heavy Frame
Source: "Archive Mod Agents" by wodzu_93
Type: Augment
Effect: Each 5 sprinted tiles increases melee KO damage by 1, reset when sneaking or using melee attack. -4 AP when sprinting. Adds 2 layers of Dermal Armor.


Ghuff - On File

Reptilian Eyes
Source: "Mods Combo" by Shirsh
Type: Augment
Effect: User can find Corporate Intel is large safes. Provides additional infiltration location when recovered. PASSIVE: Peeking through closed doors has 360 degree vision.


Ghuff - Archive

Thorough Detective
Source: "Archive Mod Agents" by wodzu_93
Type: Augment
Cooldown: 3
AP Cost: 2
Used On: User, Looted Safes
Effect: Glimpse nearest guard, or gain more Credits from a looted safe. User cannot sprint.
Agent Exclusive Items and Augments pt.5
Dosan - On File

Dosan's Pride
Source: "Dosan - Mark of the Ninja" by Lord Cio
Type: Augment
Effect: +2 Armor Piercing for Melee Weapons. Cannot use Ranged Weapons.

Ancient Training
Source: "Dosan - Mark of the Ninja" by Lord Cio
Type: Melee Weapon
Damage Type: 3 Turn KO
Armor Piercing: 1
Noise Radius: Silent
Cooldown: 3
Used On: Human Guards
Other: Can only be used by Dosan.


Red - On File

DTransistor
Source: "Red (from Transistor)" Mobbstar and Hekateras
Type: Augment
Used On: Agents
Effect: Spawns Algorithms when agents are in critical condition. Can use attack to remotely put any agent in critical condition, including herself.


Carmen Sandiego - On File

The Greatest Thief
Source: "Carmen Sandiego" by wodzu_93 and Hekateras
Type: Augment
Cooldown: 1
Effect: Stealing from a safe reveals user position and grants 2 AP when off cooldown. Anarchy/Smugglery skill locked at 1, +2 AP cost when dragging.

Custom Safecracking Tools
Source: "Carmen Sandiego" by wodzu_93 and Hekateras
Type: Item
Value: 300 CR
Cooldown: 3
Used On: Safes
Effect: Breaks firewalls equal to users Anarchy skill. Can only be used by Carmen.


N. Chrysler - On File

Quantum Communicator
Source: "Age of Lever" by wodzu_93 and digitaldli
Type: Augment
Used On: Guards
Effect: User can Observe any target as long as it is in vision of any ally or captured hardware.

Mastermind Processor
Source: "Age of Lever" by wodzu_93 and digitaldli
Type: Augment
Cooldown: 2
Used On: Agents, User
Effect: Either gain 1 PWR or raise AP of target by 2.


N. Chrysler - Archive

Legit Partner
Source: "Age of Lever" by wodzu_93 and digitaldli
Type: Augment
Effect: LEGIT: Guards ignore the user before alarm level 5. -2 max AP. Cannot hide in cover while LEGIT. Status is compromised if user is caught planting traps/EMP/bombs, stealing, attacking, entering ambush or holding a ranged weapon.


Elias - On File

Distinctive Perceptors
Source: "Age of Lever" by wodzu_93 and digitaldli
Type: Augment
Used On: N/A
Effect: User can use Observe for free.

Melee Master
Source: "Age of Lever" by wodzu_93 and digitaldli
Type: Augment
Damage Type: KO, equal to Smugglery skill
PWR Cost: 1, +1 per target Armor
Armor Piercing: N/A
Used On: Guards
Effect: User can kick guards.


Softson - On File

Blueprint Intel
Source: "Age of Lever" by wodzu_93 and digitaldli
Type: Augment
PWR Cost: 10
PWR Cost per Armor: 10
Used On: User
Effect: Reveal all Consoles, Cameras, Safes and facility layout.

Lucille 9.0 PWR Stream
Source: "Age of Lever" by wodzu_93 and digitaldli
Type: Augment
Used On: N/A
Effect: 80% chance to gain 1 PWR at turn start.


Piker - On File

Piker Training
Source: "Age of Lever" by wodzu_93 and digitaldli
Type: Augment
Used On: Safes, Vault/Exit Doors
Effect: Spend turn to remove 2 firewalls from safes. Can unlock Security, Exit and Vault Doors. Time taken depends on LARCENY skill.


Piker - Archive

Experimental Cyberthief
Source: "Age of Lever" by wodzu_93 and digitaldli
Type: Augment
PWR Cost:
  • Safes: 1 PWR per firewall
  • Security Doors: (5 - LARCENY skill) PWR
  • Exit Doors: (12 - LARCENY skill) PWR
  • Vault Doors: (18 - LARCENY skill) PWR
Used On: Locked Doors, Safes
Effect: Spend PWR to unlock locked doors and safes.


Sarah K. - Archive

Poor Lost Person
Source: "Age of Lever" by wodzu_93 and digitaldli
Type: Augment
Charges: 1
Used On: Guards
Effect: When user is HARMLESS, TRUSTED or LEGIT, ask a guard to escort user to the exit. User is required to end her turn in guard vision and leave the level, otherwise alarm will increase.


S. Bevearux - Archive

Sales Pitch
Source: "Age of Lever" by wodzu_93 and digitaldli
Type: Augment
Cooldown: 6
Used On: Guards
Effect: Stalls a guard until interrupted or 4 turns pass. If 4 turns pass, then user status is upgraded (HARMLESS -> TRUSTED -> LEGIT).


Agent 47 - On File

Disguise Fabricator
Source: "Agent 47" by wodzu_93
Type: Augment
Used On: Guard corpses
Effect: Once per mission, scan a corpse of a human guard to activate an upkeep-free perpetual disguise. Gets disrupted by being observed by guards from 1 tile away, attacking, sprinting or body being found.

Garotte
Source: "Agent 47" by wodzu_93
Type: Item
Armor Piercing: Ignores Armor
Charges: 1
Used On: Guards
Effect: KO strike followed by a kill. Can only be used from behind. Does not work against drones. Can only be used by Agent 47.

Silverballer
Source: "Agent 47" by wodzu_93
Type: Item
Ammo: 1/1, non-reloadable, auto-reloads
Armor Piercing: 1
Used On: Guards
Effect: Ranged targets, lethal damage. No reloads. Recovers 1 ammo between missions. Can only be used by Agent 47.
Augments pt.1
Augments are available in shops and in Augment Grafters in Cyberlab missions.

Anatomy Analysis
Source: Base Game
Stackable: No
Grafter Weight: 10
CR Cost: 650
PWR Cost: 3
Effect: Disables standard Heart Monitors when killing targets. Costs PWR.

Carbon Myomer
Source: Base Game
Stackable: No
Grafter Weight: 10
CR Cost: 200
Effect: +1 Inventory slot.
Other: This augment is not available in Nanofabs.

Chameleon Movement
Source: Base Game
Stackable: No
Grafter Weight: 10
CR Cost: 300
Effect: +6 AP when activating cloak.

Charged Actuators
Source: "New Items and Augments" by wodzu_93
Stackable: No
Grafter Weight: 10
CR Cost: 1100
Ammo: 0 / 3
Effect: Use at a Console to charge this augment. Each charge adds 1 KO damage to melee attacks. Resets on melee attack. Reboots Console for (8 - STRENGTH skill) turns.

Charged Crypto Hasher
Source: "New Items and Augments" by wodzu_93
Stackable: No
Grafter Weight: 10
CR Cost: 1100
Effect: Use at a Console to increase credits in all closed safes by (10 * ANARCHY skill) CR. Permanently shuts down Console used.

Charged Servo
Source: "New Items and Augments" by wodzu_93
Stackable: No
Grafter Weight: 10
CR Cost: 1100
Effect: Use at a Console to gain 6 AP. Reboots Console for (8 - SPEED skill) turns.

Charged Telemeter
Source: "New Items and Augments" by wodzu_93
Stackable: No
Grafter Weight: 10
CR Cost: 1100
Effect: Use at a Console to hack object with highest firewall and break 5 firewalls. Reboots Console for (8 - HACKING skill) turns.

Cryptology Brain Chip
Source: "Contigency Plan" DLC, changes by "New Items and Augments" mod
Stackable: No
Grafter Weight: 5
CR Cost: 450
Effect: +2 PWR when hijacking Consoles.

D.A.R.T. Bio Reactor
Source: "New Items and Augments" by wodzu_93
Stackable: Yes
Grafter Weight: 10
CR Cost: 800
Effect: +2 KO damage to ranged KO weapons.

D.A.R.T. Translocator
Source: "New Items and Augments" by wodzu_93
Stackable: No
Grafter Weight: 10
Cooldown: 4
PWR Cost: 3
CR Cost: 300
Effect: User can teleport to any target downed by a ranged KO weapon.

Dermal Armor
Source: "New Items and Augments" by wodzu_93
Stackable: Yes
Grafter Weight: 10
CR Cost: 450
Effect: Adds 2 armor layers. Guard's weapons destroy 1 layer unless noted otherwise.

Distributed Processing
Source: Base Game, changes by "New Items and Augments" mod
Stackable: Yes
Grafter Weight: 10
CR Cost: 300
Effect: Gain 1 PWR every 2 turns.

Footfall Dampener
Source: "New Items and Augments" by wodzu_93
Stackable: No
Grafter Weight: 10
CR Cost: 300
Effect: -3 Sound radius while Sprinting.

Gel Injectors
Source: "Contigency Plan" DLC, changes by "New Items and Augments" mod
Stackable: No
Grafter Weight: 10
CR Cost: 1200
Effect: Agent's AP is increased by 3. Agent's AP pool goes down 0.5 per Alarm Level.

Grifting Alias
Source: "Age of Lever" by wodzu_93 and digitaldli
Stackable: No
Grafter Weight: 0
CR Cost: 1000
Effect: TRUSTED: Security ignores you until alarm level 4. Status is compromised if agent is caught doing anything other than walking, using doors, peeking and observing guards. Cannot hide behind cover while being TRUSTED. -1 AP. Does not work in OMNI facilities.
Augments pt.2
Holocircuit Overloaders
Source: Base Game
Stackable: No
Grafter Weight: 10
CR Cost: 650
Range: 2
Effect: When user activates cloak, KO guards for 2 turns.

Hostage Monitor
Source: "New Items and Augments" by wodzu_93
Stackable: No
Grafter Weight: 10
CR Cost: 300
Effect: Guards won't shoot while user is holding a KOed guard. User must be facing directly opposite to a guard. Does not work on Enforcers.

Iceman Chip
Source: "Age of Lever" by wodzu_93 and digitaldli
Stackable: No
Grafter Weight: 10
CR Cost: 600
PWR Cost: 2
Cooldown: 5 - user's skill level in HACKING
Effect: Break 2 firewalls in adjacent mainframe device.

Janitor Clearance
Source: "Age of Lever" by wodzu_93 and digitaldli
Stackable: No
Grafter Weight: None
CR Cost: 800
Effect: HARMLESS: Security ignores you until alarm level 3. Status is compromised if agent is caught doing anything other than walking, peeking and observing guards. Cannot hide behind cover while being HARMLESS. Does not work in OMNI facilities.

Kinesionlogy Brain Chip
Source: "Contigency Plan" DLC, changes by "New Items and Augments" mod
Stackable: No
Grafter Weight: 5
CR Cost: 450
Effect: +3 AP when Sprinting.

Legedermain Brain Chip
Source: "Contigency Plan" DLC, changes by "New Items and Augments" mod
Stackable: No
Grafter Weight: 5
CR Cost: 450
Effect: +1 attack action.

Lockpicker Training
Source: "Age of Lever" by wodzu_93 and digitaldli
Stackable: No
Grafter Weight: 10
CR Cost: 300
Effect: Spend 1 turn to unlock Security Doors.

Manual Override
Source: "New Items and Augments" by wodzu_93
Stackable: No
Grafter Weight: 10
CR Cost: 800
Effect: Use attack to break 2 firewalls in adjacent mainframe device.

Melee Specialist
Source: "Age of Lever" by wodzu_93 and digitaldli
Stackable: No
Grafter Weight: 10
CR Cost: 450
Effect: Gain extra attack (once per turn) and 3 AP (always) after spending attack action.
Other: User cannot use ranged weapons.

MicroSLAM Aparatus
Source: Base Game
Stackable: No
Grafter Weight: 4
CR Cost: 650
Effect: Convert percentage of explored map into CR.
Other: This augment is not available in Nanofabs.

Net Downlink
Source: Base Game
Stackable: No
Grafter Weight: 10
CR Cost: 750
Effect: +1 AP when capturing mainframe device. Max 6 AP per turn.

Old-School Grifting
Source: "Age of Lever" by wodzu_93 and digitaldli
Stackable: No
Grafter Weight: 5
CR Cost: 800
Charges: 1
Effect: Once per mission while user is caught on Overwatch, you can explain yourself to the guards. This will make them back down, and user gains 'HARMLESS' status. Can be used only on human guards. Does not work in OMNI facilities.

Penetration Scanner
Source: Base Game
Stackable: Yes
Grafter Weight: 10
CR Cost: 650
Effect: +1 armor piercing to melee weapons.

Pheromone Dispenser
Source: "Age of Lever" by wodzu_93 and digitaldli
Stackable: No
Grafter Weight: None
CR Cost: 400
Effect: Use on a human, not alerted guard to distract him to your position. Can be used when user is HARMLESS, TRUSTED or LEGIT.

Pheromone Filter
Source: "Contigency Plan" DLC, changes by "New Items and Augments" mod
Stackable: No
Grafter Weight: 10
CR Cost: 550
Effect: When guard wakes up, gain 3 AP and reveal his position.
Augments pt.3
Physiology Brain Chip
Source: "Contigency Plan" DLC, changes by "New Items and Augments" mod
Stackable: No
Grafter Weight: 5
CR Cost: 450
Effect: Break adjacent door and KO unit on opposite side for 1 turn. Can substitute a melee weapon, with 4 turn KO, 3 turn cooldown.

Piercing Scanner
Source: Base Game
Stackable: Yes
Grafter Weight: 10
CR Cost: 650
Effect: +1 armor piercing to ranged weapons.

Poor Lost Person
Source: "Age of Lever" by wodzu_93 and digitaldli
Stackable: No
Grafter Weight: 5
CR Cost: 350
Effect: Use on an idle, armed, human guard to make him escort you to the exit. You will be expected to stay close and visibly leave the level or the alarm will be raised. Can be used when user is HARMLESS, TRUSTED or LEGIT.

Predictive Brawling
Source: Base Game
Stackable: No
Grafter Weight: 10
CR Cost: 300
Effect: +6 AP when KOed a guard with melee weapon.

Reactive Moyomer
Source: "Contigency Plan" DLC, changes by "New Items and Augments" mod
Stackable: No
Grafter Weight: 10
CR Cost: 800
Effect: Agent's AP pool goes up 0.5 per Alarm Level.

Sadochistic Pumps
Source: Base Game
Stackable: No
Grafter Weight: 10
CR Cost: 300
Effect: +6 AP when killing a guard.

Scanner Mesh
Source: "New Items and Augments" by wodzu_93
Stackable: No
Grafter Weight: 10
CR Cost: 1600
Cooldown: 2
Range: 5 Tiles
Effect: Passively reveals area around agent in range.

Shielding Rig
Source: "New Items and Augments" by wodzu_93
Stackable: No
Grafter Weight: 5
CR Cost: 650
PWR Cost: 8
Effect: Spend PWR to generate shield layer. Up to 2 layers. Each layer blocks one shot.

Skeletal Suspension
Source: Base Game
Stackable: No
Grafter Weight: 10
CR Cost: 300
Cooldown: 2
Effect: +3 AP when lifting up a body. PASSIVE: -0.5 AP to dragging cost.

Stall Chip
Source: "Age of Lever" by wodzu_93 and digitaldli
Stackable: No
Grafter Weight: 5
CR Cost: 350
Cooldown: 6
Effect: Use on adjacent idle or patrolling human guard. Stalls target until user moves. Can only be installed if user is LEGIT or TRUSTED. Cannot be used on alerted guards. Investigating guards ignore stalling.

Subdermal Cloak
Source: Base Game
Stackable: No
Grafter Weight: 5
CR Cost: 400
PWR Cost: 3
Effect: Renders user invisible unless they attack. Activates when Stim type item is used.

Sub. Cloak Projector
Source: "New Items and Augments" by wodzu_93
Stackable: No
Grafter Weight: 10
CR Cost: 750
PWR Cost: 5
PWR Drain: 4
Cooldown: 3
Effect: Renders user invisible unless they attack. While active, drains PWR at turn start.

Subdermal D.A.R.T. Pocket
Source: "New Items and Augments" by wodzu_93
Stackable: No
Grafter Weight: 10
CR Cost: 1100
Effect: Reloads 1 ammo of any ranged KO weapon. Used automatically when that weapon is fired. Augment refills itself between missions.

Subdermal PWR Bank
Source: "New Items and Augments" by wodzu_93
Stackable: No
Grafter Weight: 10
CR Cost: 1200
PWR Cost: 8
Effect: Toggle to turn on/off. When 'ON', using item's 'Recharge' ability will restore charges using PWR instead of spending a Charge Pack.

Sucker Punch
Source: "Age of Lever" by wodzu_93 and digitaldli
Stackable: No
Grafter Weight: 5
CR Cost: 600
Effect: While you are LEGIT, TRUSTED, HARMLESS, DISGUISED or INVISIBLE, any melee attack has +1 Armor Piercing and +3 KO damage.
Augments pt.4
The D.E.D
Source: "Age of Lever" by wodzu_93 and digitaldli
Stackable: No
Grafter Weight: 10
CR Cost: 600
PWR Cost:
  • 6 for unidentified Daemons
  • 4 for identified Daemons
Cooldown: 5 - user's skill level in HACKING
Effect: Use on adjacent mainframe device to kill a Daemon hosted on it.

Titanium Rods
Source: Base Game
Stackable: Yes
Grafter Weight: 10
CR Cost: 400
Effect: +1 KO damage to melee weapons.

Torque Injectors
Source: Base Game
Stackable: No
Grafter Weight: 10
CR Cost: 300
Effect: -1 to carried item cooldowns.

Unexpected Shot
Source: "Age of Lever" by wodzu_93 and digitaldli
Stackable: No
Grafter Weight: 5
CR Cost: 600
Effect: While you are LEGIT, TRUSTED, HARMLESS, DISGUISED or INVISIBLE, any non-lethal ranged attack has +1 Armor Piercing and +2 KO damage. Lethal ranged attacks get +2 Armor Piercing instead.

Wireless Mainframe Interferer
Source: "New Items and Augments" by wodzu_93
Stackable: No
Grafter Weight: 10
CR Cost: 800
Range: 3
Effect: At turn start, break 1 firewall of every mainframe device within range.
Items pt.1 - Consumables and Loot
Blueprint Transceiver
Source: "Age of Lever" by digitaldli and wodzu_93
Uses: 1
Value: 400
PWR Cost: 12
Effect: Reveals all Cameras, Consoles, Safes and facility layout.

Small Charge Pack
Source: "New Items and Augments" mod by wodzu_93
Uses: 1
Value: 200
Effect: Refills 1 Ammo, restores 1 Charge, or shortens cooldown by 2 turns.

Charge Pack
Source: Base Game
Uses: 1
Value: 400
Effect: Refills weapon's Ammo, restores item Charges, or shortens cooldown by 2 turns.

Hyper Charge Pack
Source: "New Items and Augments" by wodzu_93
Uses: 3
Value: 1200
Effect: Overfills weapon's Ammo, overfills item Charges, or removes cooldown.

Charge Generator
Source: "New Items and Augments" by wodzu_93
Charges: 1
Value: 1600
Effect: Refills weapon's Ammo, restores item Charges, or removes cooldown.

Compile Key
Source: Contigency Plan DLC
Uses: 1
Value: 300
Effect: Used on a Research Terminal to compile a program.
Other: Available only as loot from Scientists.

Wallet
Source: "New Items and Augments" by wodzu_93
Uses: Infinite
Value: 100
Effect: Throw on the ground. Guard will get distracted and go pick it up.
Other: Available only as loot from guards.

Med-Gel
Source: Base Game
Uses: 1
Value: 275
Effect: Revives KO or Critical agent.

LVL1 Security Passcard
Source: Base Game
Uses: Infinite, discarded when mission ends
Value: Cannot be sold
Effect: Unlocks a Security door.
Other: Looted from guards.

Exit Access Card
Source: Base Game
Uses: 1
Value: 500
Effect: Unlocks a Secure Exit door in endless mode.
Other: Looted from safes in endless mode.

Vault Access Card
Source: Base Game
Uses: 1
Value: 500
Effect: Unlocks a Secure Exit door in endless mode and Vault doors in various missions.
Other: Looted from CEO in Chief Financial missions, sold by Monst3r between missions, found in safes during AI Development Terminal side mission.

Valuable Tech
Source: Base Game
Uses: N/A
Value:
  • 300
  • 500
Effect: Exit mission with this item to collect its monetary reward.
Other: Looted from Vault display cases, FTM Routers or FTM Scanning AMPs.
Items pt.2 - Stims, Paralyzers and Cloaks
Burst Stim
Source: "New Items and Augments" by wodzu_93
Value: 600
AP Boost: 4
Attack Boost: 0
Cooldown: 4

Stim
Source: "New Items and Augments" by wodzu_93
Value: 800
AP Boost: 8
Attack Boost: 0
Cooldown: 7

Marathon Stim
Source: "New Items and Augments" by wodzu_93
Value: 1000
MP Boost: 12
Attack Boost: 0
Cooldown: 10

Combat Stim
Source: "New Items and Augments" by wodzu_93
Value: 400
MP Boost: 0
Attack Boost: 1
Cooldown: 4

Mil-Stim
Source: "New Items and Augments" by wodzu_93
Value: 850
MP Boost: 0
Attack Boost: 3
Cooldown: 8

Adrenaline Syringe
Source: "New Items and Augments" by wodzu_93
Value: 40
MP Boost: 6
Attack Boost: 0
Other: Single use item. Looted from guards or safes.

Ventricular Lance
Source: Base Game
Value: 700
Armor Piercing Boost: 1
Cooldown: 6

Paralyzer
Source: "New Items and Augments" by wodzu_93
Value: 450
Bonus KO: 2
Cooldown: 5
Skill Requirement: Anarchy 2

Concentrated Paralyzer
Source: "New Items and Augments" by wodzu_93
Value: 950
Bonus KO: 6
Cooldown: 11
Skill Requirement: Anarchy 2

Neurological Paralyzer
Source: "New Items and Augments" by wodzu_93
Value: 800
Bonus KO: 2
Cooldown: 8
Skill Requirement: Anarchy 2
Other: Can be used to block guard's senses for 1 turn instead.

D.A.R.T. Paralyzer
Source: "New Items and Augments" by wodzu_93
Value: 650
Bonus KO: 2, +4 if target was KO by a Dart ranged weapon.
Cooldown: 8
Skill Requirement: Anarchy 2

Weak Paralyzer
Source: "New Items and Augments" by wodzu_93
Value: 40
Bonus KO: 4
Other: Single use item. Looted from guards or safes.

Cataratic Paralyzer
Source: "New Items and Augments" by wodzu_93
Value: 650
Bonus KO: 2
Cooldown: 8
Skill Requirement: Anarchy 2
Other: Permanently reduces sight range by 2 tiles, to minimum of 5.

Ototoxic Paralyzer
Source: "New Items and Augments" by wodzu_93
Value: 650
Bonus KO: 2
Cooldown: 8
Skill Requirement: Anarchy 2
Other: Permanently induces hearing loss.

Flicker Cloak
Source: "New Items and Augments" by wodzu_93
Value: 650
Cooldown: 9
Cloak Duration: 1
Movement Limit: 6 AP
Cloak While Sighted: No
Skill Requirement: Speed 2

Cloaking Rig
Source: "New Items and Augments" by wodzu_93
Value: 750
Cooldown: 14
Cloak Duration: 1
Movement Limit: Unlimited
Cloak While Sighted: Yes
Skill Requirement: Speed 2

Chameleon Cloak
Source: "New Items and Augments" by wodzu_93
Value: 1100
Cooldown: 18
Cloak Duration: 3
Movement Limit: 8 AP
Cloak While Sighted: Yes
Skill Requirement: Speed 2

Disposable Cloaking Rig
Source: "New Items and Augments" by wodzu_93
Value: 40
Cloak Duration: 1
Movement Limit: Unlimited
Cloak While Sighted: Yes
Other: Single use item. Looted from guards or safes.
Items pt.3 - Buster, Accelerator and Misc. Chips
Buster Chip
Source: "New Items and Augments" by wodzu_93
Value: 550
Firewall Break: 2
Cooldown: 3
Skill Requirement: Anarchy 2

Precise Buster Chip
Source: "New Items and Augments" by wodzu_93
Value: 675
Firewall Break: 1
Charges: 12
Skill Requirement: Anarchy 2

Brute Buster Chip
Source: "New Items and Augments" by wodzu_93
Value: 900
Firewall Break: 8
Cooldown: 7
Skill Requirement: Anarchy 2

AMP Buster Chip
Source: "New Items and Augments" by wodzu_93
Value: 800
Firewall Break: 4
Cooldown: 2
Charges: 4
Skill Requirement: Anarchy 2
Other: Generates 1 PWR when used.

Buster Chip 1X
Source: "Programs Extended" by wodzu_93
Value: 250
Firewall Break: 2
Cooldown: 5
Other: Given to each starting agent when "Void" starting program was selected.

Damaged Buster Chip
Source: "New Items and Augments" by wodzu_93
Value: 40
Firewall Break: 5
Other: Single use item. Looted from guards or safes.

Prototype Chip
Source: Base Game
Value: 700
Firewall Break: 1 - 10
Ammo: 0 / 10
Other: Use at a Console to charge. Breaks firewalls equal to charge. Looted from Security Dispatch locker.

High School Buster
Source: "Age of Lever" by wodzu_93
Value: 160
Firewall Break: 1
Cooldown: 5
Skill Requirement: Hacking 2

Accelerator Chip
Source: "New Items and Augments" by wodzu_93
Value: 400
PWR Boost: 2
Reprime Time: 2
Reprime PWR: 1
Cooldown: 2
Skill Requirement: Anarchy 2

Boosted Accelerator Chip
Source: "New Items and Augments" by wodzu_93
Value: 625
PWR Boost: 4
Reprime Time: 4
Reprime PWR: 4
Charges: 4
Skill Requirement: Anarchy 2

Brute Accelerator Chip
Source: "New Items and Augments" by wodzu_93
Value: 850
PWR Boost: 12
Reprime Time: 6
Reprime PWR: 10
Cooldown: 8
Skill Requirement: Anarchy 2

Console Access Chip
Source: "New Items and Augments" by wodzu_93
Value: 40
PWR Boost: 4
Reprime Time: 1
Reprime PWR: 3
Other: Single use item. Looted from guards or safes.

Scan Chip
Source: Base Game
Value: 100
Cooldown: 2
Effect: Use on adjacent mainframe device to identify Daemon.

Econ Chip
Source: Base Game
Value: 800
Cooldown: 5
Skill Requirement: Speed 2
Conversion: 1 PWR to 50 CR
Effect: Use at a Console to convert its PWR intom Credits.

Business Partner Econ Chip
Source: "Age of Lever" by wodzu_93 and digitaldli
Value: 800 CR
Cooldown: 1
Conversion: 1 PWR for 30 CR
Effect: Use at a Console to convert its PWR intom Credits. User is required to be TRUSTED or LEGIT.

Neural Data Extractor
Source: "New Items and Augments" by wodzu_93
Value: 400
Cooldown: 3
CR Gained: 300 to 500 CR
Skill Requirement: Hacking 2
Effect: Use while pinning a guard KOed by Dart ranged weapon. Gain random amount of Credits.
Items pt.4 - Floor deployables
Portable Siphon Server
Source: "New Items and Augments" by wodzu_93
Value: 1250
PWR Gen: 2x Alarm Level
Cycle: Activates every Alarm Level
Cooldown: 2
Skill Requirement: Hacking 2

Portable Server
Source: "New Items and Augments" by wodzu_93
Value: 1500
PWR Gen: 1 per cycle
Cycle: Activates once per turn
Cooldown: 3
Skill Requirement: Hacking 2

Portable Spike Server
Source: "New Items and Augments" by wodzu_93
Value: 2000
PWR Gen: 7 per cycle
Cycle: Activates every 4 turns
Cooldown: 5
Skill Requirement: Hacking 2

Portable Cryptography Server
Source: "New Items and Augments" by wodzu_93
Alarm Reduction: 1 per cycle
Value: 2500
Cycle: Activates every 6 turns
Cooldown: 3
Skill Requirement: Hacking 4

EMP Pack
Source: "New Items and Augments" by wodzu_93
Value: 500
Cooldown: 4
Range: 3
EMP Time: 2
Noise Radius: 4
Skill Requirement: Hacking 2

Overcharged EMP Pack
Source: "New Items and Augments" by wodzu_93
Value: 675
Cooldown: 12
Range: 2
EMP Time: 6
Noise Radius: 3
Skill Requirement: Hacking 2

Amplified EMP Pack
Source: "New Items and Augments" by wodzu_93
Value: 1200
Charges: 3
Range: 6
EMP Time: 3
Noise Radius: 6
Skill Requirement: Hacking 2

Interference EMP Pack
Source: "New Items and Augments" by wodzu_93
Value: 850
Cooldown: 8
Range: 12
EMP Time: 1
Noise Radius: 8
Skill Requirement: Hacking 2

Jury-Rigged EMP Pack
Source: "New Items and Augments" by wodzu_93
Value: 40
Range: 4
EMP Time: 4
Noise Radius: 4
Other: Single use item. Looted from guards or safes.

Scan Pack
Source: "New Items and Augments" by wodzu_93
Value: 150
Cooldown: 2
Range: 7
Charges: 5
Noise Radius: 2
Effect: Detonates at the end of the turn when primed. Reveals all tiles within range.

Flash Pack
Source: Contigency Plan DLC
Value: 900
Cooldown: 12
Range: 3
Damage Type: 2 Turn KO
Skill Requirement: Anarchy 2

Breaching Charges
Source: "New Items and Augments" by wodzu_93
Value: 2000
Range: 2
Charges: 2
Noise Radius: 16
Skill Requirement: Anarchy 3
Effect: Place on ground. At the end of the turn, destroys adjacent walls and doors, kills units in range and raises alarm by 5.
Items pt.5 - Door deployables
Shock Trap
Source: "New Items and Augments" by wodzu_93
Value: 450
KO Time: 4
Cooldown: 8
Armor Piercing: 4
Noise Radius: 4
Skill Requirement: Anarchy 3

Concussive Shock Trap
Source: "New Items and Augments" by wodzu_93
Value: 750
KO Time: 3
Cooldown: 10
Armor Piercing: Infinite
Noise Radius: 4
Skill Requirement: Anarchy 3

Overloaded Shock Trap
Source: "New Items and Augments" by wodzu_93
Value: 1000
KO Time: 8
Cooldown: 14
Armor Piercing: 2
Noise Radius: 4
Skill Requirement: Anarchy 3

Shock Trap Kit
Source: "New Items and Augments" by wodzu_93
Value: 650
KO Time: 3
Charges: 4
Armor Piercing: 1
Noise Radius: 4
Range: 2
Skill Requirement: Anarchy 3

Homemade Shock Trap
Source: "New Items and Augments" by wodzu_93
Value: 40
KO Time: 3
Noise Radius: 4
Other: Single use item. Looted from guards or safes.

Kill Trap
Source: "New Items and Augments" by wodzu_93
Value: 1000
Armor Piercing: 3
Charges: 2
Noise Radius: 4
Skill Requirement: Anarchy 3

Ionized Kill Trap
Source: "New Items and Augments" by wodzu_93
Value: 1200
Armor Piercing: 0
Charges: 1
Range: 4
Noise Radius: 4
Skill Requirement: Anarchy 3

Piercing Kill Trap
Source: "New Items and Augments" by wodzu_93
Value: 1100
Armor Piercing: Ignores Armor
Ammo: 4, not-reloadable
Noise Radius: 4
Skill Requirement: Anarchy 3

Kill Trap Fabricator Kit
Source: "New Items and Augments" by wodzu_93
Value: 1300
Armor Piercing: 1
Cooldown: 15
Noise Radius: 4
Skill Requirement: Anarchy 3

Lock Decoder
Source: Base Game
Value: 450
Charges: 1
Skill Requirement: Anarchy 3
Effect: Place on a vault door to decode and disable the lock in 10 turns.
Items pt.6 - Thrown items
Camera Canister
Source: Base Game, changes by "New Items and Augments" mod
Value: 400
Charges: 2
Effect: Throw to place. Gives 360 vision in an area.

Cry Baby
Source: Contigency Plan DLC, changes by "New Items and Augments" mod
Value: 300
Range: 8
Charges: 3
Effect: Throw to place. Activate in the mainframe to create a noise.

Decoy Pack
Source: "Mods Combo" by Shirsh
Value: 1200
Cooldown: 5
Range: 4
Effect: Will be identified as an intruder. Disappears when shot. Self-destruction creates a noise that reaches 4 tiles and resets the aim of guards in the area.

Hologram Projector
Source: Base Game
Value: 600
Cooldown: 1
Effect: Throw to place a fake cover item. The projector can be heard 1 tile away. Can be recovered.

EMP Grenade
Source: "Mods Combo" by Shirsh
Value: 150
Range: 3 Tiles
Effect: Disables all mainframe devices within range for 2 turns when thrown.
Other: Single-use item.

Flash Grenade
Source: Base Game
Value: 600
Range: 3 Tiles
Effect: KO all guards within range for 2 turns when thrown.
Other: Single-use item. Looted from Support Guards.

Scanning Beacons
Source: "Mods Combo" by Shirsh
Value: 900
Range: 3 Tiles
PWR Cost 1
Effect: Throw to scan a room for agents or guards. Gives temporary vision of guards in the room.

Smoke Grenade
Source: Base Game, changes by "New Items and Augments" mod
Value: 300
Range: 3 Tiles
Ammo: 1
Effect: Throw to create a cloud of smoke that occludes vision in an area.

Translocator Grenade
Source: "Programs Extended" by wodzu_93
Value: 400
Ammo: 2
Effect: Teleports user to its location when thrown.

Snare Grenade
Source: "Programs Extended" by wodzu_93
Value: 400
Cooldown: 5
Effect: Teleports guard that walks over it adjacent to the agent that had thrown this grenade.
Items pt.7 - Other Items
Remote Door Controller
Source: "New Items and Augments" by wodzu_93
Value: 400
Cooldown: 3
Range: 7
Effect: Allows user to remotely open/close doors in range. Cannot manipulate locked doors.

Drone Maintenance Kit
Source: "New Items and Augments" by wodzu_93
Value: 800
Cooldown: 4
Charges: 2
Skill Requirement: Hacking 3
Effect: Use while standing next to a drone.
  • Reduce its max AP by 3 to minimum of 4.
  • Reduce its max firewalls by 4 to minimum of 1.
  • Disable its local/pulse scanner.

Wireless Overloader
Source: "Mods Combo" by Shirsh
Value: 1200
Cooldown: 6
Charges: 4
Range: 6
EMP Time: 2
Effect: EMP selected target. Can use on Guards, Drones or mainframe devices.
Overload captured devices to KO adjacent units for 5 turns.

Wireless Scanner
Source: Base Game
Value: 600
Range: 4
Skill Requirement: Hacking 2 (found is Security Dispatch) OR Hacking 3 (bought)
Effect: Passively reveals mainframe devices in range.
Weapons pt.1 - KO Melee
This section will list all melee and ranged weapons in the game. Weapons have to be equipped by agents to use them.

(Flavorful Agents) Safes cannot be looted while equiped with melee weapons. Consoles cannot be used while equiped with ranged weapons.

Neural Disrupter
Source: Base Game, changes by "New Items and Augments" mod
Damage Type: 2 Turn KO
Armor Piercing: 0
Noise Radius: 2
Cooldown: 3
CR Cost: 500

Neural Disrupter 2
Source: Base Game, changes by "New Items and Augments" mod
Damage Type: 3 Turn KO
Armor Piercing: 1
Noise Radius: 2
Cooldown: 4
CR Cost: 700

Neural Disrupter 3
Source: Base Game, changes by "New Items and Augments" mod
Damage Type: 4 Turn KO
Armor Piercing: 2
Noise Radius: 2
Cooldown: 5
CR Cost: 900

Neural Disrupter 4
Source: "Contigency Plan" DLC, changes by "New Items and Augments" mod
Damage Type: 5 Turn KO
Armor Piercing: 3
Noise Radius: 2
Cooldown: 6
CR Cost: 1100
Skill Requirement: Strength 2

Volt Disrupter
Source: Base Game
Damage Type: 2 Turn KO
Armor Piercing: 0
PWR Cost: 3
CR Cost: 500

Volt Disrupter 2
Source: Base Game
Damage Type: 3 Turn KO
Armor Piercing: 1
PWR Cost: 4
CR Cost: 700

Volt Disrupter 3
Source: Base Game
Damage Type: 4 Turn KO
Armor Piercing: 2
PWR Cost: 5
CR Cost: 900

Volt Disrupter 4
Source: "Contigency Plan" DLC, changes by "New Items and Augments" mod
Damage Type: 5 Turn KO
Armor Piercing: 3
PWR Cost: 6
CR Cost: 1100
Skill Requirement: Strength 2

Thermal Disrupter
Source: "Contigency Plan" DLC, changes by "New Items and Augments" mod
Damage Type: 1 Turn KO
Armor Piercing: 4
Noise Radius: 3
Charges: 4/5
PWR Cost: 4 per armor point
CR Cost: 500

Thermal Disrupter 2
Source: "Contigency Plan" DLC, changes by "New Items and Augments" mod
Damage Type: 2 Turn KO
Armor Piercing: 4
Noise Radius: 3
Charges: 3/5
PWR Cost: 3 per armor point
CR Cost: 700

Thermal Disrupter 3
Source: "Contigency Plan" DLC, changes by "New Items and Augments" mod
Damage Type: 3 Turn KO
Armor Piercing: 4
Noise Radius: 3
Charges: 2/5
PWR Cost: 2 per armor point
CR Cost: 900

Thermal Disrupter 4
Source: "Contigency Plan" DLC, changes by "New Items and Augments" mod
Damage Type: 4 Turn KO
Armor Piercing: 4
Noise Radius: 3
Charges: 1/5
PWR Cost: 1 per armor point
CR Cost: 1100
Skill Requirement: Strength 2
Weapons pt.2 - Lethal Melee
Monofilament Baton 1
Source: "New Items and Augments" by wodzu_93
Damage Type: Lethal
Ammo: 2 Charges
Armor Piercing: 0
Noise Radius: 2
Cooldown: 5
CR Cost: 1200

Monofilament Baton 2
Source: "New Items and Augments" by wodzu_93
Damage Type: Lethal
Ammo: 2 Charges
Armor Piercing: 1
Noise Radius: 2
Cooldown: 6
CR Cost: 1400

Monofilament Baton 3
Source: "New Items and Augments" by wodzu_93
Damage Type: Lethal
Ammo: 2 Charges
Armor Piercing: 2
Noise Radius: 2
Cooldown: 7
CR Cost: 1600

Monofilament Baton 4
Source: "New Items and Augments" by wodzu_93
Damage Type: Lethal
Ammo: 2 Charges
Armor Piercing: 3
Noise Radius: 2
Cooldown: 8
CR Cost: 1800
Skill Requirement: Strength 2

Volt Baton 1
Source: "New Items and Augments" by wodzu_93
Damage Type: Lethal
Ammo: 2 Charges
Armor Piercing: 0
PWR Cost: 4
CR Cost: 1000

Volt Baton 2
Source: "New Items and Augments" by wodzu_93
Damage Type: Lethal
Ammo: 2 Charges
Armor Piercing: 1
PWR Cost: 5
CR Cost: 1200

Volt Baton 3
Source: "New Items and Augments" by wodzu_93
Damage Type: Lethal
Ammo: 2 Charges
Armor Piercing: 2
PWR Cost: 6
CR Cost: 1400

Volt Baton 4
Source: "New Items and Augments" by wodzu_93
Damage Type: Lethal
Ammo: 2 Charges
Armor Piercing: 3
PWR Cost: 7
CR Cost: 1600
Skill Requirement: Strength 2
Weapons pt.3 - KO Ranged
Biogenic D.A.R.T.
Source: Base Game, changes by "New Items and Augments" mod
Damage Type: 2 Turn KO
Armor Piercing: 0
Cooldown: 7
CR Cost: 700

Neural D.A.R.T.
Source: Base Game, changes by "New Items and Augments" mod
Damage Type: 2 Turn KO
Ammo: 2
Armor Piercing: 0
Noise Radius: 2
CR Cost: 600
Other: +4 KO damage when target is at most 3 tiles away.

Riot D.A.R.T.
Source: Base Game, changes by "New Items and Augments" mod
Damage Type: 2 Turn KO
Ammo: 5
Armor Piercing: 0
Noise Radius: 3
CR Cost: 900

Drilling D.A.R.T.
Source: Base Game, changes by "New Items and Augments" mod
Damage Type: 4 Turn KO
Ammo: 2
Armor Piercing: 1
Noise Radius: 5
CR Cost: 950

Sniper D.A.R.T.
Source: "New Items and Augments" by wodzu_93
Damage Type: 2 Turn KO
Ammo: 2
Armor Piercing: 1
Noise Radius: 8
CR Cost: 1100
Other: +4 KO damage when target is at least 8 tiles away.

Piercing D.A.R.T.
Source: "New Items and Augments" by wodzu_93
Damage Type: 3 Turn KO
Ammo: 1
Armor Piercing: 2
Noise Radius: 6
CR Cost: 950

Mono Molecular Rail Gun
Source: "Contigency Plan" DLC, changes by "New Items and Augments" mod
Damage Type: 2 Turn KO
Ammo: 2
Armor Piercing: Ignores all armor
Noise Radius: 8
CR Cost: 1200
Skill Requirement: Strength 4
Other: Ammo per shot: 2

Overclocked Neural D.A.R.T.
Source: Base Game
Type: Ranged Weapon
Damage Type: 2 Turn KO
Armor Piercing: 3
Cooldown: 8
CR Cost: 600
Other: Spawns a Daemon when used. Carried by Monst3r in Foundry and OMNI Mainframe story missions.
Weapons pt.4 - Lethal Ranged
Plasma Gun
Source: Base Game
Damage Type: Lethal
Ammo: 1
Armor Piercing: 0
CR Cost: 300

Corporate Sidearm
Source: "New Items and Augments" by wodzu_93
Damage Type:
  • Lethal
  • 2 Turn KO
Ammo: 2
Armor Piercing: 0
Noise Radius: 6
CR Cost: 600
Other:Can switch between Lethal and KO damage.

Hand Cannon
Source: Base Game, changes by "New Items and Augments" mod
Damage Type: Lethal
Ammo: 3
Armor Piercing: 0
Noise Radius: 6
CR Cost: 900

Cooker
Source: Base Game, changes by "New Items and Augments" mod
Damage Type: Lethal, 1-Hit-Kills Turrets
Ammo: 1
Armor Piercing: 1
Noise Radius: 8
CR Cost: 700

K&O's Lance Rifle
Source: "Contigency Plan" DLC, changes by "New Items and Augments" mod
Damage Type: Lethal
Ammo: 2
Armor Piercing: Ignores all armor
Noise Radius: 11
CR Cost: 1500
Skill Requirement: Strength 4
Other: Ammo per shot: 2

X-Ray Rifle
Source: Base Game, changes by "New Items and Augments" mod
Damage Type: Lethal
Ammo: 1
Armor Piercing: 0
Noise Radius: 8
CR Cost: 1000
Other: Ignores Line-Of-Sight

Gamma Pulse Rifle
Source: "New Items and Augments" by wodzu_93
Damage Type: Lethal
Ammo: 3, No Reloads
Armor Piercing: 2
Noise Radius: 8
CR Cost: 2400
Other: Ignores Line-Of-Sight

Gamma Ray Generator
Source: "New Items and Augments" by wodzu_93
Damage Type: Lethal
Armor Piercing: 1
Noise Radius: 11
Cooldown: 15
CR Cost: 3600
Other: Ignores Line-Of-Sight

Flurry Gun
Source: Base Game, changes by "New Items and Augments" mod
Damage Type: Lethal
Ammo: Infinite during single turn.
Armor Piercing: 2
Noise Radius: 9
PWR Cost: 4
CR Cost: 1250
Other: Becomes inert turn after firing. Resets between missions.
Weapons pt.5 - Other Ranged
EMP Pistol
Source: "New Items and Augments" by wodzu_93
Damage Type: 2 EMP
Ammo: 7
Armor Piercing: 0
Noise Radius: 6
CR Cost: 450

EMP D.A.R.T.
Source: "New Items and Augments" by wodzu_93
Damage Type:
  • 3 Turn EMP
  • 2 Turn KO
Ammo: 4
Armor Piercing:
  • 2 (EMP Mode)
  • 0 (KO Mode)
Noise Radius: 2
CR Cost: 700
Other: Can switch between KO mode and EMP mode.

EMP Rifle
Source: "New Items and Augments" by wodzu_93
Damage Type: 6 EMP
Ammo: 2
Armor Piercing: 2
Noise Radius: 7
CR Cost: 1200

T.A.G. Pistol
Source: Base Game
Damage Type: N/A
PWR Cost: 1
CR Cost: 300
Other: Tags target

PING Pistol
Source: "New Items and Augments"
Type: Ranged Weapon
Damage Type: N/A
Cooldown: 3
CR Cost: 100
Other: Stops target from moving. Only used with Overwatch. Doesn't work on alerted guards.
Starting Programs - PWR Generators
This section contains all programs selectable at campaign loadout screen. These are available in shops as normal.
NOTE: "Shopcat Only" refers to whenever this program is available to buy exclusively in Server Farms.


Power Drip
Source: Base Game, changes by "Programs Extended" mod
Unlock Requirement: Nothing, selectable from the start.
CR Cost: 500
Rarity: Uncommon
Shopcat Only: No
Gain 1 PWR/turn. Gain extra 1 PWR/turn if Alarm Level is below 1. Passive.

Fusion
Source: Base Game
Unlock Requirement: Nothing, selectable from the start.
CR Cost: 500
PWR Cost: 5
Cooldown: 4
Rarity: Uncommon
Shopcat Only: No
Gain 3 PWR per turn on cooldown.

Seed
Source: Base Game
Unlock Requirement: 1430 XP
CR Cost: 550
Cooldown: 1
Rarity: Uncommon
Shopcat Only: No
Your first program each turn costs 4 PWR less to run. Passive.

Faust
Source: Base Game, changes by "Programs Extended" mod
Unlock Requirement: Complete campaign at Experienced or higher difficulty.
CR Cost: 500
Rarity: Rare
Shopcat Only: No
Gain 2 PWR/turn. Installs random Daemon if PWR stored is a multiple of 5 at end of player's turn.

Dynamo
Source: Base Game
Unlock Requirement: 4430 XP
CR Cost: 1000
Rarity: Uncommon
Shopcat Only: No
Generate 2 PWR points per turn. Disabled until Alarm Level 2. Passive.

Burst
Source: "Contigency Plan" DLC, changes by "Programs Extended" mod
Unlock Requirement: Nothing, selectable from the start.
CR Cost: 300
PWR Cost: 0
Cooldown: 2
Rarity: Uncommon
Shopcat Only: No
Gain 3 PWR, agents get +3 AP. Agents lose 3 AP while on cooldown.

Siren
Source: "Switch Content" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
CR Cost: 300
PWR Cost: 0
Cooldown: 0
Rarity: Cannot be bought
Shopcat Only: N/A
Gain 3 PWR and raise alarm by 1. Disabled at alarm level 6.

Power Uplink
Source: "Programs Extended" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
CR Cost: 600
PWR Cost: 2
Cooldown: 5
Rarity: Rare
Shopcat Only: No
Create uplink on a mainframe device. +1 PWR/turn per active uplink. Max 3 uplinks.

Fission
Source: "Programs Extended" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
CR Cost: 550
PWR Cost: 0
Cooldown: 9, -2 per captured device
Rarity: Uncommon
Shopcat Only: No
Gain 6 PWR.

Nosferatu
Source: "Programs Extended" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
CR Cost: 550
Rarity: Uncommon
Shopcat Only: No
PASSIVE: Gain X PWR at turn start while pinning guards. X = 1 + number of guards pinned.

Gear Shift
Source: "Programs Extended" mod by wodzu_93
CR Cost: 700
PWR Cost: 0
Cooldown: 5
Rarity: Uncommon
Shopcat Only: No
Generate PWR based on current gear setting and PWR stored. Use to switch gears.
TOP GEAR: +3 PWR if PWR above 14. -2 PWR if PWR below 14.
HIGH GEAR: +2 PWR if PWR between 8 and 15. -1 PWR if PWR below 8.
LOW GEAR: +1 PWR if PWR below 10.
Use to switch gears. PWR cost and Cooldown apply at the end of the turn, once, when used.

PWR Bill
Source: "Programs Extended" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
CR Cost: 0 to buy, 80 to use
PWR Cost: 0
Cooldown: 3
Rarity: Uncommon
Shopcat Only: No
Gain 8 PWR.

Void
Source: "Programs Extended" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
Rarity: Not available in shops.
At mission start, gain a Buster Chip for each agent, then delete both starting programs.

Dice
Source: "Programs Extended" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
Rarity: Not available in shops.
Random program loadout each mission. Program count increases with mission difficulty. Passive.
Starting Programs - Firewall Breakers
Lockpick 1.0
Source: Base Game
Unlock Requirement: Nothing, selectable from the start.
CR Cost: 300
PWR Cost: 2
Cooldown: 0
Rarity: Common
Shopcat Only: Yes
Breaks 1 firewall.

Parasite
Source: Base Game
Unlock Requirement: 330 XP
CR Cost: 400
PWR Cost: 0, +1 for each hosted Parasite
Cooldown: 0
Rarity: Common
Shopcat Only: Yes
Infect target to break 1 firewall at the start of each turn.

Rapier
Source: Base Game
Unlock Requirement: 1430 XP
CR Cost: 600
PWR Cost: Current Alarm Level + 1
Cooldown: 0
Rarity: Common
Shopcat Only: Yes
Breaks 1 firewall.

Brimstone
Source: Base Game, changes by "Programs Extended" mod
Unlock Requirement: Complete campaign at Experienced or higher difficulty.
CR Cost: 450
PWR Cost: 3
Cooldown: 0
Rarity: Uncommon
Shopcat Only: Yes
Breaks 1 firewall. On daemon install, +3 firewalls broken and -1 PWR cost until next use.

Mercenary
Source: Base Game
Unlock Requirement: 4430 XP
CR Cost: 600
PWR Cost: 0, +2 per use, resets to 0 when Alarm Level increases.
Cooldown: 0
Rarity: Uncommon
Shopcat Only: Yes
Breaks 2 firewalls.

Golem
Source: "Contigency Plan" DLC
Unlock Requirement: Nothing, selectable from the start.
CR Cost: 500
PWR Cost: 4, -1 per turn, resets to 4 when used.
Cooldown: 0
Rarity: Common
Shopcat Only: Yes
Breaks 2 firewalls.

Ritual
Source: "Switch Content" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
CR Cost: 300
PWR Cost: 1
Cooldown: 0
Rarity: Cannot be bought
Shopcat Only: N/A
Break 1 Firewall. Installs a random Daemon. PASSIVE: Daemon reversal chance +5%.

Breach
Source: "Programs Extended" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
CR Cost: 400
PWR Cost: 3
Cooldown: 0
Rarity: Uncommon
Shopcat Only: Yes
Breaks 1 firewall. +1 firewall broken per use. Resets to 1 at turn start.

Flail
Source: "Programs Extended" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
CR Cost: 550
PWR Cost: Equals to number of firewalls on device to be hacked x1.5, rounded up.
Cooldown: 0
Rarity: Common
Shopcat Only: Yes
Select two devices. Breaks firewalls on first device equal to firewalls on second device. Select first device again to cancel selection.

Rally
Source: "Programs Extended" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
CR Cost: 750
PWR Cost: 1, resets on guard KO/kill.
Cooldown: 0, resets on guard KO/kill.
Rarity: Common
Shopcat Only: Yes
Breaks 2 firewalls. +1 PWR cost and cooldown when used.

Avalanche
Source: "Programs Extended" mod by wodzu_93
CR Cost: 500
PWR Cost: 3
Rarity: Uncommon
Shopcat Only: Yes
Break 1 firewall. +1 firewall broken for every multiple of 8 PWR stored.

Bribe
Source: "Programs Extended" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
CR Cost: 0 to buy, 40 to use
PWR Cost: 0
Cooldown: 0
Rarity: Common
Shopcat Only: Yes
Breaks 3 firewalls.

Dao
Source: "Programs Extended" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
CR Cost: 800
PWR Cost: 2
Cooldown: 2
Rarity: Uncommon
Shopcat Only: Yes
Breaks 2 firewalls. PASSIVE: -1 PWR and cooldown for all programs when alarm level is even,
+1 PWR and cooldown for all programs when alarm level is odd.
Programs pt.1
Lists all remaining programs accessible in game.
NOTE: "Shopcat Only" refers to whenever this program is available exclusively in Server Farms. Applies with Programs Extended mod.

Abacus
Source: Base Game, changes by "Programs Extended" mod
CR Cost: 300
Rarity: Uncommon
Shopcat Only: No
PASSIVE: Increases the agency's starting PWR by 10 and maximum PWR capacity by 5.

Abacus 2.0
Source: Base Game, changes by "Programs Extended" mod
CR Cost: 450
Rarity: Rare
Shopcat Only: No
PASSIVE: Increases the agency's starting PWR by 15 and maximum PWR capacity by 10. Passive.

Aces
Source: "Contigency Plan" DLC
CR Cost: 600
PWR Cost: 2
Cooldown: 3
Rarity: Rare
Shopcat Only: No
All tagged guards have -1 ARMOR for 1 turn.

Axe
Source: "Programs Extended" mod by wodzu_93
CR Cost: 600
PWR Cost: 5
Cooldown: 3
Rarity: Uncommon
Shopcat Only: Yes
Halves firewalls (rounded down) in a radius of 4 tiles.

Bandwidth
Source: "Programs Extended" mod by wodzu_93
CR Cost: 500
PWR Cost: 5
Cooldown: 0
Rarity: Common
Shopcat Only: Yes
Break 2 firewalls on all devices within 2 tile radius. +2 radius for every 8 PWR stored.

Bank
Source: "Programs Extended" mod by wodzu_93
CR Cost: 400
Uses: 8
Rarity: Rare
Shopcat Only: No
PASSIVE: Gain Credits equal to 10x maximum firewall recorded on captured mainframe device.

Bless
Source: "Contigency Plan" DLC
CR Cost: 500
Rarity: Common
Shopcat Only: No
PASSIVE: Daemons have -2 duration.

Breach 2.0
Source: "Programs Extended" mod by wodzu_93
CR Cost: 800
PWR Cost: 2
Cooldown: 0
Rarity: Rare
Shopcat Only: Yes
Breaks 1 firewall. +1 firewall broken per use. Resets to 1 at turn start.

Capacitor
Source: "Programs Extended" mod by wodzu_93
CR Cost: 550
PWR Cost: 0
Cooldown: 3
Rarity: Uncommon
Shopcat Only: No
Gain 10 PWR, lose 5 PWR capacity. PASSIVE: +5 PWR capacity.

Charge
Source: Base Game, changes by "Programs Extended" mod
CR Cost: 1500
Rarity: Uncommon
Shopcat Only: No
PASSIVE: All programs -1 PWR cost.

Convert
Source: "Programs Extended" mod by wodzu_93
CR Cost: 700
PWR Cost: 6
Cooldown: 3
Rarity: Common
Shopcat Only: No
Convert a daemon on a mainframe device into an algorithm.

Cricket
Source: "Switch Content" mod by wodzu_93
CR Cost: 400
PWR Cost: 3
Cooldown: 0
Rarity: Common
Shopcat Only: Yes
Break 1 firewall on devices at targeted tile and emit a 5 tile radius noise.

Crossfeed
Source: "Programs Extended" mod by wodzu_93
CR Cost: 800
PWR Cost: 1
Cooldown: Equal to firewalls on source device.
Rarity: Uncommon
Shopcat Only: No
Select source and target devices. Transfer 1 firewall between them and gain 1 PWR. On cooldown while active.

Cycle
Source: "Contigency Plan" DLC
CR Cost: 750
PWR Cost: N/A
Cooldown: N/A
Rarity: Uncommon
Shopcat Only: No
All PWR is cleared at the beginning of each turn, then Gain 3 PWR. Passive.

Daemon Sniffer
Source: Base Game
CR Cost: 100
PWR Cost: 0
Cooldown: 1
Rarity: Uncommon
Shopcat Only: No
Reveals hidden Daemons and identifies Daemon types.

Dagger
Source: Base Game
CR Cost: 450
PWR Cost: 1
Cooldown: 5
Rarity: Common
Shopcat Only: Yes
Breaks 3 firewalls.

Dagger 2.0
Source: Base Game
CR Cost: 650
PWR Cost: 3
Cooldown: 4
Rarity: Common
Shopcat Only: Yes
Breaks 5 firewalls.

Data Blast
Source: Base Game
CR Cost: 400
PWR Cost: 3
Cooldown: 0
Rarity: Common
Shopcat Only: Yes
Breaks 1 firewall on all detected devices within a radius of 5 tiles.
Programs pt.2
Decryptor
Source: "Programs Extended" mod by wodzu_93
CR Cost: 400
PWR Cost: 2
Cooldown: 5
Rarity: Common
Shopcat Only: No
Gain 4 Hash Keys. PASSIVE: +6 max Hash Keys.

Emergency Reserve
Source: Base Game
CR Cost: 300
Cooldown: 3
Rarity: Uncommon
Shopcat Only: No
PASSIVE: Gain 5 PWR at the start of the turn if PWR is 3 or below.

Equalizer
Source: "Programs Extended" mod by wodzu_93
CR Cost: 400
PWR Cost: 0
Cooldown: 4
Rarity: Common
Shopcat Only: No
Equalize PWR between Incognita and hostile AI.

Fade
Source: "Programs Extended" mod by wodzu_93
CR Cost: 850
PWR Cost: 3
Cooldown: 9
Rarity: Rare
Shopcat Only: No
Cloak selected target for 1 turn.

Feast
Source: Base Game
CR Cost: 600
PWR Cost: 0
Cooldown: 3
Rarity: Rare
Shopcat Only: Yes
Breaks 4 Firewalls. Installs 2 random daemons.

Flare
Source: Base Game, changes by "Programs Extended" mod
CR Cost: 450
PWR Cost: 0
Cooldown: 3
Rarity: Rare
Shopcat Only: Yes
Breaks 4 firewalls. Raise firewalls on a random mainframe device by 4.

Fool
Source: Base Game, changes by "Programs Extended" mod
CR Cost: 100
PWR Cost: 0
Cooldown: 1
Rarity: Rare
Shopcat Only: No
Reboots a device, spawns a Daemon. Ignores "Magnetic Reinforcements". Passive: Daemon duration +1.

Fortify
Source: "Programs Extended" mod by wodzu_93
CR Cost: 450
PWR Cost: 1, toggle is free
Cooldown: N/A
Rarity: Rare
Shopcat Only: No
Prevents recapturing of mainframe devices for 1 PWR when capturing devices. Toggle on/off.

Greed
Source: "Programs Extended" mod by wodzu_93
CR Cost: 800
PWR Cost: 4
Cooldown: 6
Rarity: Rare
Shopcat Only: No
Select a safe. Increase cash held by 'Alarm Level x 20%' once per safe.

Halt
Source: Base Game
CR Cost: 500
PWR Cost: 3
Cooldown: 0
Rarity: Rare
Shopcat Only: No
Reboots a device with 3 or less firewalls for 1 turn.

Hammer
Source: Base Game
CR Cost: 600
PWR Cost: 5
Cooldown: 3
Rarity: Uncommon
Shopcat Only: Yes
Breaks 5 firewalls.

Heartbreaker
Source: "Programs Extended" mod by wodzu_93
CR Cost: 300
PWR Cost: 1
Cooldown: 4
Rarity: Rare
Shopcat Only: No
Targets a guard. Disables Heart Monitors. Downgrades Improved Heart Monitors.

Hitman
Source: "Programs Extended" mod by wodzu_93
CR Cost: 0 to buy, 300 to use
PWR Cost: 0
Cooldown: 6
Rarity: Rare
Shopcat Only: No
Kills a guard.

Hunter
Source: Base Game
CR Cost: 550
PWR Cost: 5
Cooldown: 3
Rarity: Common
Shopcat Only: No
Kills Daemons on mainframe devices.

Hushpuppy V.PWR
Source: Programs Extended by wodzu_93
CR Cost: 300
Rarity: Common
Shopcat Only: No
PASSIVE: Delaying a PWR subroutine adds 4 turns of cooldown instead of 2. PASSIVE: +2 Hash Keys capacity.

Hushpuppy V.PRO
Source: Programs Extended by wodzu_93
CR Cost: 300
Rarity: Common
Shopcat Only: No
PASSIVE: Delaying a PROACTIVE subroutine adds 2 turns of cooldown instead of 1. PASSIVE: +2 Hash Keys capacity.

Hushpuppy V.REA
Source: Programs Extended by wodzu_93
CR Cost: 300
Rarity: Common
Shopcat Only: No
PASSIVE: Delaying a REACTIVE subroutine adds 2 turns of cooldown instead of 1. PASSIVE: +2 Hash Keys capacity.

Lantern
Source: Programs Extended by wodzu_93
CR Cost: 250
PWR Cost: 1
Cooldown: 3
Rarity: Common
Shopcat Only: No
Observes all guards within a 5 tile radius. PWR cost refunded if no guards have been affected.

Leash
Source: Base Game
CR Cost: 500
PWR Cost: N/A
Cooldown: N/A
Rarity: Rare
Shopcat Only: No
Control drones for an extra turn. Passive.

Lightning
Source: Base Game
CR Cost: 800
PWR Cost: 8
Cooldown: 0
Rarity: Common
Shopcat Only: No
KO a TAGGED guard for 2 turns. Removes the TAG.
Programs pt.3
Lockpick 2.0
Source: Base Game
CR Cost: 700
PWR Cost: 3
Cooldown: 0
Rarity: Common
Shopcat Only: Yes
Breaks 2 firewalls.

Lottery
Source: "Programs Extended" mod by wodzu_93
CR Cost: 150
PWR Cost: 1
Cooldown: 8
Rarity: Common
Shopcat Only: No
Installs random Algorithm.

OMNI Wrench
Source: Programs Extended" mod by wodzu_93
CR Cost: 1000
PWR Cost: Equal to firewalls on device to be hacked.
Cooldown: 2
Rarity: Rare
Shopcat Only: Yes
Breaks all firewalls on a device. Installs a Daemon every 4th use.

Oracle
Source: Base Game
CR Cost: 500
PWR Cost: 4
Cooldown: 0
Rarity: Uncommon
Shopcat Only: No
Take over a random camera on the level.

Overdrive
Source: Base Game, changes by "Programs Extended" mod
CR Cost: 1000
Rarity: Uncommon
Shopcat Only: No
PASSIVE: All programs -1 cooldown (MIN 1).

Overview
Source: Programs Extended by wodzu_93
CR Cost: 250
PWR Cost: 1
Cooldown: 4
Rarity: Rare
Shopcat Only: No
Install remote camera on a target. Next use removes previous one.

Network Siphon
Source: Programs Extended by wodzu_93
CR Cost: 600
Rarity: Common
Shopcat Only: No
PASSIVE: Drained enemy AI's PWR is now transfered to Incognita.

Parasite 2.0
Source: Base Game
CR Cost: 500
PWR Cost: 2, +1 for each hosted parasite 2.0
Cooldown: 0
Rarity: Common
Shopcat Only: Yes
Infect target to break 2 firewalls at the start of each turn.

Parity
Source: "Switch Content" mod by wodzu_93
CR Cost: 500
PWR Cost: 6
Cooldown: 4
Rarity: Common
Shopcat Only: Yes
Target an area. Set all firewalls to match the lowest one found.

Ping
Source: Base Game
CR Cost: 450
PWR Cost: 1
Cooldown: 4
Rarity: Common
Shopcat Only: No
Create a distraction noise.

Plague
Source: "Programs Extended" by wodzu_93
CR Cost: 550
PWR Cost: 2, +1 for each hosted Plague
Cooldown: 3
Rarity: Common
Shopcat Only: Yes
Infect target to break 1 firewall at the start of each turn. When device is captured, host Plague on every uncaptured device within 6 tile radius.

Poke
Source: "Programs Extended" mod by wodzu_93
CR Cost: 350
PWR Cost: 2
Cooldown: 6
Rarity: Common
Shopcat Only: No
Turn targeted guard 180 degrees. Guard will invetigate on the spot. Does not work on overwatching guards.

Power Surge
Source: "Programs Extended" mod by wodzu_93
CR Cost: 500
Cooldown: 4
Rarity: Uncommon
Shopcat Only: No
PASSIVE: Gain 5 PWR when capturing a mainframe device.

PWR Leech
Source: "Programs Extended" mod by wodzu_93
CR Cost: 550
PWR Cost: 0
Cooldown: 5
Rarity: Common
Shopcat Only: No
Drain 4 PWR from hostile AI and transfer it to Incognita.

Reflect
Source: "Programs Extended" mod by wodzu_93
CR Cost: 1000
PWR Cost: 8
Cooldown: 5, starts on cooldown.
Rarity: Common
Shopcat Only: No
PASSIVE MODE: Reversal chance +10% when not on cooldown.
ACTIVE MODE: Reverse next DAEMON.

Rental
Source: "Programs Extended" mod by wodzu_93
CR Cost: 0 to buy, 75 to use
PWR Cost: 0
Cooldown: 3
Rarity: Uncommon
Shopcat Only: No
Increases control duration of drones captured this turn by 3 turns.

Resonance
Source: "Programs Extended" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
CR Cost: 850
PWR Cost: Equal to stored PWR
Cooldown: 15
Rarity: Uncommon
Shopcat Only: No
PASSIVE: Gain 1 PWR for each pair of agents with matching non-0 AP left, max 3. ACTIVE: All agents gain AP equal to PWR/2.
Programs pt.4
Rogue
Source: Base Game, changes by "Programs Extended" mod
CR Cost: 500
PWR Cost: 4
Cooldown: 2
Rarity: Uncommon
Shopcat Only: No
Reveal and capture a random safe.

Root
Source: Base Game, changes by "Programs Extended" mod
CR Cost: 600
Rarity: Uncommon
Shopcat Only: No
PASSIVE: Generate +2 PWR per turn. All programs cost 1 more PWR.

Scapegoat
Source: "Programs Extended" mod by wodzu_93
CR Cost: 400
PWR Cost: 5
Cooldown: 8
Rarity: Uncommon
Shopcat Only: No
Target an agent. Remove all AP and distract all guards to agent's position.

Search
Source: "Programs Extended" mod by wodzu_93
CR Cost: 100
PWR Cost: 3
Cooldown: 4
Rarity: Uncommon
Shopcat Only: No
Reveal and capture a random database.

Shade
Source: Base Game
CR Cost: 500
PWR Cost: 1
Cooldown: 2
Rarity: Rare
Shopcat Only: No
Reduces main sight range of guards by 2.

Sonar
Source: "Programs Extended" mod by wodzu_93
CR Cost: 250
PWR Cost: 1
Cooldown: 4
Rarity: Common
Shopcat Only: No
Reveal area within 5 tile radius around targeted tile.

Split
Source: "Programs Extended" mod by wodzu_93
Unlock Requirement: Nothing, selectable from the start.
CR Cost: 400
PWR Cost: 4
Cooldown: 0
Rarity: Common
Shopcat Only: Yes
Breaks half of firewalls on a given device (rounded up).

Taurus
Source: Base Game
CR Cost: 400
PWR Cost: 2
Cooldown: 0
Rarity: Common
Shopcat Only: No
Moves a Daemon to a random device.

Turing
Source: Base Game
CR Cost: N/A
PWR Cost: 5
Cooldown: 3
Rarity: N/A
Shopcat Only: N/A
Reduces all firewalls by 2.
NOTE: This program can be aquired only in "OMNI Mainframe" final mission.

Wildfire
Source: Base Game, changes by "Programs Extended" mod
CR Cost: 400
PWR Cost: 0
Cooldown: 1
Rarity: Rare
Shopcat Only: No
Gain 5 PWR. Raise firewalls on a random mainframe device by 4.

Wings
Source: Base Game
CR Cost: 500
PWR Cost: 1
Cooldown: 2
Rarity: Rare
Shopcat Only: No
Increases AP of all agents by 2.

Wisp
Source: Base Game
CR Cost: 300
PWR Cost: 3
Cooldown: 0
Rarity: Common
Shopcat Only: No
TAGs all visible guards so they can be tracked.

Wrench X
Source: Base Game
CR Cost: 600
PWR Cost: 2 - 3 - 4 - 4
Cooldown: 0
Rarity: Uncommon
Shopcat Only: Yes
Only breaks firewalls exactly equal to X strength.
NOTE: This is a set of 4 programs, where X is a whole number from 2 to 5 inclusive.

Volcano
Source: "Programs Extended" mod by wodzu_93
CR Cost: 450
Rarity: Common
Shopcat Only: No
PASSIVE: On daemon install, gain 1 PWR and increase reversal odds by 5%, resets on reverse.
Daemons pt.1
Daemons are harmful programs that reside on firewalls. Hacking down will activate (install) them. Some events can also install them, such as shooting with Overclocked Neural Dart weapon.

NOTE: "Stackable" refers to whenever effects of multiple Daemons of the same type stack (YES), or simply all of these Daemons must expire for effects to wear off (NO). Only applies to Daemons with duration.

Alarm Response
Source: "Programs Extended" by wodzu_93
Duration: Infinite
Stackable: No
Endless variant: No
Effects:
  • ALARM 4 PRE-FOUNDRY: Guard buff +45 vision arc, +4 tile vision range.
  • ALARM 4 POST-FOUNDRY: Guard buff +45 vision arc, +4 tile vision range, +3 AP.
  • ALARM 6 PRE-FOUNDRY: Guard buff +3 AP.
  • ALARM 6 POST_FOUNDRY: Guard buff +1 armor, +1 KO resistance.
  • ALARM 8: Using doors triggers alarm, periodically scans agent locations.
Other: Installs from alarm tracker when "EXTENDED ALARMS" campaign option is not set to "DISABLED". Cannot be spawned from any other sources.

Alert
Source: "Programs Extended" by wodzu_93
Duration: 3-5 Turns
Stackable: Yes
Endless variant: No
Effects: All guards gain 4 AP. One random guard goes into hunting state.

Attention
Source: "Programs Extended" by wodzu_93
Duration: 2-3 Turns
Stackable: Yes
Endless variant: No
Effects: Door, movement and noise distractions increase alarm by 1.

Authority
Source: Base Game
Duration: 4-5 Turns
Stackable: Yes
Endless variant: No
Effects: Safes are alarmed and will trigger a nearby guard to investigate when opened.

Blindfold
Source: "Programs Extended" by wodzu_93
Duration: 3-5 Turns
Stackable: No
Endless variant: No
Effects: Agents cannot peek.

Blowfish
Source: Base Game
Duration: Instant
Stackable: N/A
Endless variant: Yes
Effects: Advances tracker by 1-3.

Branch
Source: "Programs Extended" by wodzu_93
Duration: 3-5 Turns
Stackable: Yes
Endless variant: Yes
Effects: Every 5 firewalls hacked, install random daemon.

Castle
Source: "Contigency Plan" DLC
Duration: Instant
Stackable: N/A
Endless variant: Yes
Effects: Boosts random firewall by 3.

Chain
Source: "Programs Extended" by wodzu_93
Duration: 4-6 Turns
Stackable: Yes
Endless variant: Yes
Effects: Alerting or killing a guard will install random Daemon.

Chiton
Source: "Contigency Plan" DLC
Duration: 3-4 Turns
Stackable: Yes
Endless variant: Yes
Effects: All guards get +1 ARMOR.

Clock
Source: "Programs Extended" by wodzu_93
Duration: 4-8 Turns
Stackable: Yes
Endless variant: Yes
Effects: Increases cooldown of all programs by 1.

Countermeasures
Source: Base Game
Duration: 4 Turns
Stackable: Yes
Endless variant: No
Effects: One guard is sent to investigate the location of an agent each turn. Spawns an Enforcer guard and alerts all non-pacifist guards present when it installs.
Other: Installs in OMNI Mainframe mission, or alongside first guard spawned from alarm tracker in missions with difficulty above 4. Cannot be spawned from any other sources.

Disarm
Source: "Programs Extended" by wodzu_93
Duration: 3-5 Turns
Stackable: Yes
Endless variant: Yes
Effects: Agents lose one attack action for the duration of this Daemon.

Echo
Source: "Contigency Plan" DLC
Duration: Instant
Stackable: N/A
Endless variant: No
Effects: Reboots a captured device.

Failsafe
Source: Base Game
Duration: 3 Turns
Stackable: Yes
Endless variant: No
Effects: Reboots 2 objects each turn.
Other: Installs in OMNI Mainframe mission. Cannot be spawned from any other sources.

Felix
Source: Base Game
Duration: 3-5 Turns
Stackable: Yes
Endless variant: No
Effects: Firewalls on safes are increased x2 (Beginner, Experienced) or x3 (Expert and up). Credits are increased by 10%.
Daemons pt.2
Fractal
Source: Base Game
Duration: Instant
Stackable: N/A
Endless variant: Yes
Effects: Creates two new DAEMON programs on random objects.

Gatekeeper
Source: "Programs Extended" by wodzu_93
Duration: 7-10 Turns
Stackable: No
Endless variant: No
Effects: Exit elevator is closed for the duration of this Daemon.

Inspect
Source: "Programs Extended" by wodzu_93
Duration: Instant
Stackable: N/A
Endless variant: No
Effects: Changes guard patrols.

Jolt
Source: "Contigency Plan" DLC
Duration: Instant
Stackable: N/A
Endless variant: No
Effects: KO guards recover one point of KO damage.

Labyrinth
Source: Base Game
Duration: 3-5 Turns
Stackable: Yes
Endless variant: No
Effects: Reduces all agent AP by 2

Lockdown
Source: "Programs Extended" by wodzu_93
Duration: 3-4 Turns
Stackable: Yes
Endless variant: No
Effects: Opening a door increases alarm tracker by 1 and prompts a guard to investigate.

Mask
Source: Base Game
Duration: 3-4 Turns
Stackable: No
Endless variant: No
Effects: Daemons are hidden while Mask is active.

Modulate
Source: Base Game
Duration: 4-5 Turns
Stackable: Yes
Endless variant: Yes
Effects: Programs cost +2 PWR to use.

Owl
Source: "Programs Extended" by wodzu_93
Duration: 3-5 Turns
Stackable: N/A
Endless variant: No
Effects: Guards have extended vision range (+4 tiles) and arc (+45 degrees).

Paradox
Source: Base Game
Duration: 2-3 Turns
Stackable: No
Endless variant: No
Effects: Stops INCOGNITA from hacking temporarily.

Poison
Source: "Programs Extended" by wodzu_93
Duration: 4 Turns
Stackable: Not on the same agent.
Endless variant: Yes
Effects: Tag a random agent. When this Daemon expires, tagged agent will be KO for 2 turns.

Portcullis
Source: "Contigency Plan" DLC
Duration: 3-4 Turns
Stackable: Yes
Endless variant: Yes
Effects: -2 firewalls broken per program use. Minimum of 1.

Pulse
Source: "Programs Extended" by wodzu_93
Duration: 5-7 Turns
Stackable: Yes
Endless variant: Yes
Effects: Short-circuits items, adding 3 to all item cooldowns.

Rubiks
Source: Base Game
Duration: Instant
Stackable: N/A
Endless variant: No
Effects: Raises all firewalls by one.

Shackles
Source: "Programs Extended" by wodzu_93
Duration: 3-4 Turns
Stackable: No
Endless variant: No
Effects: Agents make noise with 4 tile radius while moving.
Daemons pt.3
Short
Source: "Programs Extended" by wodzu_93
Duration: 4-6 Turns
Stackable: Yes
Endless variant: Yes
Effects: Decreases PWR capacity by 10.

Shutdown
Source: "Programs Extended" by wodzu_93
Duration: Instant
Stackable: N/A
Endless variant: No
Effects: Permanently shuts off a Console.

Siphon
Source: Base Game
Duration: Instant
Stackable: N/A
Endless variant: No
Effects: Drains 2-5 PWR.

Sleep
Source: "Programs Extended" by wodzu_93
Duration: 4 Turns
Stackable: Yes
Endless variant: No
Effects: Skips player's turn when this daemon's duration expires.

Suspicion
Source: "Programs Extended" by wodzu_93
Duration: 3-5 Turns
Stackable: No
Endless variant: No
Effects: Sight, noise and door distraction will alert distracted guard.

Validate
Source: Base Game
Duration: Instant
Stackable: N/A
Endless variant: No
Effects: Brings an additional guard onto the level.

Watchdog
Source: "Contigency Plan" DLC
Duration: 3-4 Turns
Stackable: Yes
Endless variant: Yes
Effects: All guards get +1 KO resistance. Resists against KO damage to a minimum of 1.
Counterintelligence AI pt.1 - Introduction
Some missions will have an hostile AI present. This specialized Daemon, unlike all others, works in a similiar way to Incognita, and follows most of her rules.

AI will install on Corporation's first turn. It has a dedicated PWR pool, and a set of subroutines with individual cooldowns, split into 4 categories. Subroutine information about AI is hidden. Agents must first capture Consoles to reveal what kind of subroutines AI has. When subroutine is identified, from that point Incognita will display warning messages about their functions.

To combat AI, agent can do 3 actions at Consoles:

Aquire Hash Keys (Sustained)
Required Skill: Hacking 2
Effect on Console: Reboots for 4 - (Hacking level - 2) turns.
Effect: Gain 1 Hash Key.

Aquire Hash Keys (Invasive)
Required Skill: Hacking 3
Effect on Console: Permanently turns Console off.
Effect: Gain 2 + (Hacking level - 3) Hash Keys.

Drain AI PWR
Required Skill: Hacking 2
Effect on Console: Reboots for 5 - (Hacking level - 2) turns.
Effect: Remove 3 PWR from AI.

Additionally, there are 4 three options available in AI subroutines UI panel:

Identify Subroutine
PWR Cost: 0
Hash Key Cost: 1
Subroutine Type: All
Effect: Identifies subroutine permanently.

Delay Subroutine
PWR Cost: 0
Hash Key Cost: 1
Subroutine Type: PWR, Proactive, Reactive
Effect: Add 1 cooldown to the subroutine, 2 if PWR subroutine.

Delete Subroutine
PWR Cost: 1
Hash Key Cost: 2
Subroutine Type: Enhancement
Effect: Adds progress towards deleting this subroutine. Deletion happens after 4 uses.
Counterintelligence AI pt.2 - Power
PWR Subroutines

Alarm Synchronizer
Min Difficulty: 4
Max Difficulty No Limit
Corporation: All
PASSIVE:
+1 PWR if 0 < ALARM LEVEL < 5
+2 PWR if ALARM LEVEL >= 5

PWR Amplifier
Min Difficulty: 4
Max Difficulty No Limit
Corporation: All
PASSIVE: Generate 1 PWR as long as 1 AI PWR Core object remains uncaptured.

Feedback Grid
Min Difficulty: 5
Max Difficulty No Limit
Corporation: All
PASSIVE: +PWR for percentage of uncaptured devices, max 2 PWR.

R.A.I.D.
Min Difficulty: 5
Max Difficulty No Limit
Corporation: All
PASSIVE: +PWR equal to difference in PWR of Incognita and AI, max 2 PWR.

Soundweave
Min Difficulty: 6
Max Difficulty No Limit
Corporation: Sankaku
PASSIVE: +1 PWR for every 2 uncaptured Sound Bugs (rounded down).

Optic Downlink
Min Difficulty: 6
Max Difficulty No Limit
Corporation: FTM
PASSIVE: +1 PWR for every 2 uncaptured Cameras (rounded down).

Daemon Cluster
Min Difficulty: 6
Max Difficulty No Limit
Corporation: Plastech
PASSIVE: +1 PWR for every 3 daemons on mainframe devices (rounded down).

Counterweight
Min Difficulty: 6
Max Difficulty No Limit
Corporation: Neptune
PASSIVE: +1 PWR for every 2 uncaptured Pressure Sensors (rounded down).

Cyclone
Min Difficulty: 6
Max Difficulty No Limit
Corporation: K&O
PASSIVE: +1 PWR for every 10 AP individually spent by each agent this turn (rounded down).

Terminal Link:
Min Difficulty: 7
Max Difficulty No Limit
Corporation: All
PASSIVE: +1 PWR for every 2 uncaptured Consoles (rounded down).

PWR Leech
Min Difficulty: 7
Max Difficulty No Limit
Corporation: All
PASSIVE: +1 PWR for every 1 PWR drained from Incognita.

Generator
Min Difficulty: 1
Max Difficulty No Limit
Corporation: OMNI
PASSIVE: +2 PWR for every turn

Direct Feed
Min Difficulty: 1
Max Difficulty No Limit
Corporation: OMNI
PASSIVE: Generates PWR equal to hacked firewalls.

Bio-Coprocessors
Min Difficulty: 1
Max Difficulty No Limit
Corporation: OMNI
PASSIVE: +1 PWR for every 3 non-KOed guards (rounded down).
Counterintelligence AI pt.3 - Proactives
PROACTIVE Subroutines

Bucler
Min Difficulty: 1
Max Difficulty No Limit
Corporation: All
PWR Cost: 2
Cooldown: 1
Raises firewalls on objects by 1. Prioritizes low firewalls. Won't target devices with firewalls more than (mission difficulty + 2).

Safe Mode
Min Difficulty: 1
Max Difficulty No limit
Corporation: All
PWR Cost: 2
Cooldown: 2
Reboots all Nanofabs and Server Farms for 3 turns.

Blowfish
Min Difficulty: 2
Max Difficulty No limit
Corporation: All
PWR Cost: 3
Cooldown: 2
Raises alarm by 1.

Echo
Min Difficulty: 2
Max Difficulty No limit
Corporation: All
PWR Cost: 3
Cooldown: 2
Reboots a device.

Pinpoint
Min Difficulty: 3
Max Difficulty No limit
Corporation: All
PWR Cost: 3
Cooldown: 3
Relays agent position to security.

Ping
Min Difficulty: 3
Max Difficulty No limit
Corporation: All
PWR Cost: 3
Cooldown: 2
Emits sound at all agent's locations. Range: 4.

Heater
Min Difficulty: 4
Max Difficulty No limit
Corporation: All
PWR Cost: 3
Cooldown: 2
Raises firewalls on objects by (PWR/5, rounded up). Prioritizes low firewalls. Won't target devices with firewalls more than (mission difficulty + 1).

Kite
Min Difficulty: 4
Max Difficulty No limit
Corporation: All
PWR Cost: 3
Cooldown: 2
Raises firewalls in radius of 5 around and including target object by 1. Prioritizes low firewalls. Won't target devices with firewalls more than (mission difficulty + 1).

Blizzard
Min Difficulty: 4
Max Difficulty No limit
Corporation: All
PWR Cost: 4
Cooldown: 3
Reduces AP of all agents by 1 to min of 4.

Null Pulse
Min Difficulty: 4
Max Difficulty No limit
Corporation: All
PWR Cost: 4
Cooldown: 4
Target gains 'NULL ZONE' ability, 4 tile range. Targets mainframe devices with highest firewalls.

Vampire
Min Difficulty: 4
Max Difficulty No limit
Corporation: All
PWR Cost: 7
Cooldown: 2
Reduce 1 PWR capacity from Incognita and increase it by 1 for AI.

Proxy Scanner
Min Difficulty: 6
Max Difficulty No Limit
Corporation: FTM
PWR Cost: 4
Cooldown: 3
Relay position of an agent within 2 tiles of any guard at start of enemy turn.

Targe
Min Difficulty: 5
Max Difficulty No limit
Corporation: All
PWR Cost: 5
Cooldown: 3
Raises firewalls on objects of the same type. Amount inversely proportional to object count. Prioritizes low firewalls. Won't target devices with firewalls more than (mission difficulty).

Treaty
Min Difficulty: 5
Max Difficulty No limit
Corporation: All
PWR Cost: 6
Cooldown: 3
Incognita and AI PWR generating subroutines are disabled for 2 turns.

Fiend
Min Difficulty: 5
Max Difficulty No limit
Corporation: All
PWR Cost: 4
Cooldown: 5
Disables Incognita program.

Shield
Min Difficulty: 5
Max Difficulty No Limit
Corporation: All
PWR Cost: 5
Cooldown: 2
Add 1 Dermal Armor to a random guard. Prioritizes guards with lowest Dermal Armor.

Pavice
Min Difficulty: 6
Max Difficulty No limit
Corporation: All
PWR Cost: 6
Cooldown: 4
Doubles firewalls on objects. Prioritizes high firewalls. Won't target devices with firewalls more than (mission difficulty).

Reroute
Min Difficulty: 6
Max Difficulty No limit
Corporation: All
PWR Cost: 5
Cooldown: 5
Changes guard patrols.

Phase Shift
Min Difficulty: 6
Max Difficulty No limit
Corporation: All
PWR Cost: 5
Cooldown: 4
Teleports a guard to or adjacent to his interest point.

Jumpstart
Min Difficulty: 7
Max Difficulty No Limit
Corporation: All
PWR Cost: 3
Cooldown: 2
Reboot 1 captured AI PWR Core and reinforce its firewalls by 3.
Counterintelligence AI pt.4 - Proactives
Supervision
Min Difficulty: 3
Max Difficulty No limit
Corporation: FTM
PWR Cost: 2
Cooldown: 3
Target camera can't be captured for 2 turns.

Recalibrate
Min Difficulty: 3
Max Difficulty No limit
Corporation: Sankaku
PWR Cost: 3
Cooldown: 4
Recaptures all captured Sound Bugs.

Chiton
Min Difficulty: 3
Max Difficulty No limit
Corporation: K&O
PWR Cost: 5
Cooldown: 4
Raises armor of all guards by 1 for 4 turns.

Fractal
Min Difficulty: 3
Max Difficulty No limit
Corporation: Plastech
PWR Cost: 4
Cooldown: 4
Installs Daemons on devices.

Obfuscate
Min Difficulty: 3
Max Difficulty No limit
Corporation: Neptune
PWR Cost: 3
Cooldown: 2
Remove tag from a guard.

Bunker
Min Difficulty: 1
Max Difficulty No limit
Corporation: OMNI
PWR Cost: 8
Cooldown: 4
Raises all firewalls by 1.

Haste
Min Difficulty: 1
Max Difficulty No limit
Corporation: OMNI
PWR Cost: 5
Cooldown: 4
Increases AP of all guards by 4. Lasts until cooldown expires.

Oversight
Min Difficulty: 1
Max Difficulty No limit
Corporation: OMNI
PWR Cost: 5
Cooldown: 4
Sends a guard to investigate objective room.

Static Shock
Min Difficulty: 1
Max Difficulty No Limit
Corporation: OMNI (Mainframe Only)
PWR Cost: 5
Cooldown: 2
KO agent adjacent to any active mainframe device for 1 turn.
Counterintelligence AI pt.5 - Reactives
REACTIVE Subroutines

Pawn
Min Difficulty: 1
Max Difficulty No Limit
Corporation: All
PWR Cost: 2
Cooldown: 1
Trigger: Breaking a firewall. Device must remain uncaptured.
Reinforces broken firewalls by 1. Will not reinforce firewalls above 20.

Safeguard
Min Difficulty: 1
Max Difficulty No limit
Corporation: All
PWR Cost: 2
Cooldown: 1
Trigger: Using a Console.
Reboots another Console for 6 turns.

Rook
Min Difficulty: 2
Max Difficulty No limit
Corporation: All
PWR Cost: 3
Cooldown: 2
Trigger: Breaking a firewall. Device must remain uncaptured.
Swaps firewalls with another device. Targets device with highest firewalls.

Circuit Breaker
Min Difficulty: 2
Max Difficulty No limit
Corporation: All
PWR Cost: 3
Cooldown: 3
Trigger: Using a Console.
Draws attention of a guard.

Knight
Min Difficulty: 3
Max Difficulty No Limit
Corporation: All
PWR Cost: 4
Cooldown: 3
Trigger: Breaking a firewall. Device must remain uncaptured.
Raises firewalls by 2 around hacked device in 3 tile radius. Will not reinforce firewalls above 20.

Process
Min Difficulty: 3
Max Difficulty No limit
Corporation: All
PWR Cost: 4
Cooldown: 4
Trigger: Agent being Overwatched.
Drain 8 PWR from Incognita.

Noise Scanner
Min Difficulty: 3
Max Difficulty No Limit
Corporation: All
PWR Cost: 3
Cooldown: 2
Trigger: Player action created a sound.
Raise alarm by 1.

Bishop
Min Difficulty: 4
Max Difficulty No limit
Corporation: All
PWR Cost: 3
Cooldown: 3
Trigger: Breaking a firewall. Device must remain uncaptured.
Reinforces broken firewalls by (PWR /5, rounded up). Will not reinforce firewalls above 20.

Scanner Sweep
Min Difficulty: 4
Max Difficulty No limit
Corporation: All
PWR Cost: 4
Cooldown: 2
Trigger: Guard is distracted by a door, sound or agent.
Guard gains 180 peripheral vision for 1 turn.

Speed Bump
Min Difficulty: 4
Max Difficulty No limit
Corporation: All
PWR Cost: 4
Cooldown: 3
Trigger: Opening a door.
Agent opening that door loses 2 AP.

Queen
Min Difficulty: 5
Max Difficulty No limit
Corporation: All
PWR Cost: 4
Cooldown: 4
Trigger: Breaking a firewall. Device must remain uncaptured.
Raises firewalls on all devices of the same type as the one hacked. Amount inversely proportional to device count. Will not reinforce firewalls above 20.

Backup Protocols
Min Difficulty: 5
Max Difficulty No limit
Corporation: All
PWR Cost: 5
Cooldown: 4
Trigger: Guard alerted or killed.
Calls in an alerted guard.

Verify
Min Difficulty: 5
Max Difficulty No limit
Corporation: All
PWR Cost: 4
Cooldown: 2
Trigger: Guard is distracted by an agent.
Increase max AP of that guard by 1.

Daemon Nest
Min Difficulty: 5
Max Difficulty No Limit
Corporation: All
PWR Cost: 4
Cooldown: 3
Trigger: Breaking a firewall. Device must remain uncaptured.
Install a Daemon from that device and creates a new one in its place.

King
Min Difficulty: 6
Max Difficulty No limit
Corporation: All
PWR Cost: 6
Cooldown: 4
Trigger: Breaking a firewall. Device must remain uncaptured.
Reinforces broken firewalls by doubling remaining value. Will not reinforce firewalls above 10.

Hashed Crypto
Min Difficulty: 6
Max Difficulty No limit
Corporation: All
PWR Cost: 4
Cooldown: 0
Trigger: Accessing a container device with an agent.
-25% credits in all Safes.

Blockade
Min Difficulty: 6
Max Difficulty No limit
Corporation: All
PWR Cost: 5
Cooldown: 4
Trigger: Opening a door.
Station a idle guard next to a door, and change patrol route to stationary.
Counterintelligence AI pt.6 - Reactives
Subterfuge
Min Difficulty: 3
Max Difficulty No limit
Corporation: FTM
PWR Cost: 5
Cooldown: 3
Trigger: Agent caught in a security camera's field of view.
Drains half of remaining AP from caught agent.

Sentinel
Min Difficulty: 3
Max Difficulty No limit
Corporation: K&O
PWR Cost: 5
Cooldown: 3
Trigger: Stepping within 3 tiles of a Turret.
Turrets turn to face an agent.

Fakeout
Min Difficulty: 3
Max Difficulty No limit
Corporation: Plastech
PWR Cost: 4
Cooldown: 3
Trigger: Capturing a mainframe device with known Daemon on.
Shuffle that Daemon.

Failsafe
Min Difficulty: 3
Max Difficulty No limit
Corporation: Sankaku
PWR Cost: 3
Cooldown: 2
Trigger: Capturing a drone.
Sends another guard to investigate position of captured drone.

Electroshock
Min Difficulty: 3
Max Difficulty No limit
Corporation: Neptune
PWR Cost: 6
Cooldown: 4
Trigger: Accessing a container device with an agent.
KO that agent for 1 turn.

Terminate
Min Difficulty: 1
Max Difficulty No limit
Corporation: OMNI
PWR Cost: 10
Cooldown: 5
Trigger: Triggering Overwatch.
Guard skips Overwatch.

Barrier
Min Difficulty: 1
Max Difficulty No limit
Corporation: OMNI
PWR Cost: 6
Cooldown: 3
Trigger: BGuard KO'd or killed.
Add 1 Dermal Armor to all remaining guards.

Keycard
Min Difficulty: 1
Max Difficulty No limit
Corporation: OMNI
PWR Cost: 4
Cooldown: 3
Trigger: Opening a door.
Drains 2 PWR from Incognita.

Firewall Synchronizer
Min Difficulty: 1
Max Difficulty No Limit
Corporation: OMNI (Mainframe Only)
PWR Cost: 3
Cooldown: 2
Trigger: Breaking a firewall.
Reinforces broken firewalls by amount equal to current alarm level.
Counterintelligence AI pt.7 - Enchancements
ENCHANCMENT Subroutines

Padlock
Min Difficulty: 1
Max Difficulty No Limit
Corporation: All
PASSIVE: Locks all unlocked Security Doors every turn.

Paywall
Min Difficulty: 1
Max Difficulty No limit
Corporation: All
PASSIVE: Increases item costs in Nanofabricators by 100%.

T.A.G. Downlink
Min Difficulty: 2
Max Difficulty No limit
Corporation: All
PASSIVE: Drain 1 PWR from Incognita for each tagged guard every turn.

Defective T.A.G.
Min Difficulty: 2
Max Difficulty No limit
Corporation: All
PASSIVE: +4 AP for tagged guards. Applies when turn starts.

PWR Efficiency
Min Difficulty: 3
Max Difficulty 8
Corporation: All
PASSIVE: PRO and REA subroutines cost 1 PWR less.

PWR Efficiency+
Min Difficulty: 9
Max Difficulty No limit
Corporation: All
PASSIVE: PRO and REA subroutines cost 2 PWR less.

Overclock
Min Difficulty: 3
Max Difficulty 8
Corporation: All
PASSIVE: PRO and REA subroutines cooldown is shorter by 1 turn.

Overclock+
Min Difficulty: 9
Max Difficulty No limit
Corporation: All
PASSIVE: PRO and REA subroutines cooldown is shorter by 2 turns.

Accumulator
Min Difficulty: 3
Max Difficulty No limit
Corporation: All
PASSIVE: +10 PWR storage. Proactive routines are more likely to trigger.

Password
Min Difficulty: 3
Max Difficulty No limit
Corporation: All
PASSIVE: Hash Key capacity -6.

Jammer
Min Difficulty: 4
Max Difficulty No limit
Corporation: All
PASSIVE: Breaking a firewall makes that device immune to hacking. Applies to last device hacked.

Networked Consciousness
Min Difficulty: 4
Max Difficulty No limit
Corporation: Plastech
PASSIVE: All guards have CONSCIOUSNESS MONITOR, raising alarm when KOed.

EM Shielding
Min Difficulty: 4
Max Difficulty No limit
Corporation: Sankaku
All devices have 'MAGNETIC REINFORCEMENT', making them EMP resilient.

Video Co-Processors
Min Difficulty: 4
Max Difficulty No limit
Corporation: FTM
PASSIVE: All human guards have 'ULTRAVIOLET SPECTROMETER', detecting cloaked agents.

Neural Feedback
Min Difficulty: 4
Max Difficulty No Limit
Corporation: K&O
PASSIVE: On guard KO, increase armor of KO guard by 1.

Emergency Shutdown
Min Difficulty: 4
Max Difficulty No limit
Corporation: Neptune
PASSIVE: Permanently turns off Consoles used to counter AI.

Translocator Equipment
Min Difficulty: 5
Max Difficulty No limit
Corporation: All
PASSIVE: Some guards are equipped with Translocator Grenades.

Snare Equipment
Min Difficulty: 5
Max Difficulty No limit
Corporation: All
PASSIVE: Some guards are equipped with Snare Grenades.

Blackout
Min Difficulty: 5
Max Difficulty No Limit
Corporation: All
PASSIVE: Vision radius of agents reduced to 3 tiles.

Proximal
Min Difficulty: 6
Max Difficulty No limit
Corporation: All
PASSIVE: Stealing from a guard makes him turn toward an agent.

Anti-Shock Grounding
Min Difficulty: 6
Max Difficulty No limit
Corporation: All
PASSIVE: Each alarm level raise guard KO resistance by 1.

Self-Evolving Programming
Min Difficulty: 1
Max Difficulty No limit
Corporation: OMNI
PASSIVE: Each alarm level, create new random subroutine.

Chill
Min Difficulty: 1
Max Difficulty No Limit
Corporation: OMNI (Mainframe Only)
PASSIVE: Agents maximum AP reduced by 3.
Algorithms pt.1
Algorithms are beneficial Daemons. You can get them from randomly reversing regular Daemons. Base reverse chance is 10%, can be boosted. There are other sources as well.

NOTE: "Stackable" refers to whenever effects of multiple Daemons of the same type stack (YES), or simply all of these Daemons must expire for effects to wear off (NO). Only applies to Daemons with duration.

Aces
Source: "Contigency Plan" DLC
Duration: 1 Turn
Stackable: Yes
Effects: All tagged guards have -1 armor.
Other: This Algorythm is installed using "Aces" program, cannot be aquired otherwise.

Aggression
Source: "Programs Extended" by wodzu_93
Duration: 10 Turns
Stackable: Yes
Effects: +1 attack per turn.

Aim
Source: Transistor - Red
Duration: Until Shalem is revived
Stackable: N/A
Effects: Ranged weapons: cooldown + 4, armor piercing +3, KO damage + 3.

Anopsia
Source: Transistor - Red
Duration: Until Agent 47 is revived
Stackable: N/A
Effects: Enemies don't see bodies (but can still detect them if investigating the same tile).

Attention
Source: Transistor - Red
Duration: Until Rush is revived
Stackable: N/A
Effects: Once per turn, restore AP and attack when under overwatch.

Attune
Source: Base Game
Duration: 2-3 Turns.
Stackable: Yes
Effects: Decreases all program PWR cost by 1.

Battery
Source: "Programs Extended" by wodzu_93
Duration: Instant
Stackable: N/A
Effects: Increases PWR capacity by 5 until end of this mission. Gain 4 PWR.

Besiege
Source: Transistor - Red
Duration: Until Banks is revived
Stackable: N/A
Effects: When daemon installs, reduce firewalls on half of mainframe devices by 2, to minimum of 1.

Brawl
Source: Transistor - Red
Duration: Until Dr. Pedler is revived
Stackable: N/A
Effects:+1 melee KO Damage per target Armor, minimum of 1. Agents wake up immiedately on KO.

Chase
Source: Transistor - Red
Duration: Until Decker is revived
Stackable: N/A
Effects:+1 max AP for all agents per alerted guard.

Checksum
Source: Transistor - Red
Duration: Until agent is revived
Stackable: Yes
Effects:Every turn spawns a Bad Cell at downed agent's position. Bad Cell can move short distance and explodes at turn end, will KO any guard that occupies the same spot. Cannot be spotted.

Confusion
Source: "Programs Extended" by wodzu_93
Duration: 3 Turns
Stackable: Yes
Effects: Corporation's turn is skipped when this algorithm expires.

Coup
Source: Transistor - Red
Duration: Until Olivia is revived
Stackable: N/A
Effects: Using melee KO weapon on a KOed guard will kill him and restore used up attack. This bypasses regular Heart Monitors.

Crash
Source: Transistor - Red
Duration: Until Red is revived
Stackable: N/A
Effects: Halves AP and Armor of every guard, rounded down.

Exceed
Source: Transistor - Red
Duration: Until Sharp is revived
Stackable: N/A
Effects: +1 melee Armor Piercing per installed augment, +4 PWR cost for melee per empty augment slot.

Fortune
Source: Base Game, changes by "Programs Extended" mod
Duration: 10 Turns
Stackable: Yes
Effects: Increases amount of Credits stored in closed safes by 50%.

Grace
Source: Transistor - Red
Duration: Until Derek is revived
Stackable: N/A
Effects: Once each turn, two agency-owned units can teleport to each other's positions, effectively swapping them. For clarification: Swapping an unseen unit with a seen unit may cause the guards to briefly drop overwatch if he has no other targets. In that case, neither of the swapping units gets shot.
Algorithms pt.2
Intergity
Source: Transistor - Red
Duration: Until Prism is revived
Stackable: N/A
Effects:Agent under overwatch will spawn a hologram projection once per turn.

Mischief
Source: Transistor - Red
Duration: Until Xu is revived
Stackable: N/A
Effects: At the beginning of every agent turn, a random enemy gets marked and will emit a noisy EMP next agent turn. The range for this EMP is 3 tiles.

Optimize
Source: "Programs Extended" by wodzu_93
Duration: 10 Turns
Stackable: Yes
Effects: Reduces cooldowns of all programs by 1 to a minimum of 1.

Order
Source: Base Game
Duration: 2-3 Turns
Stackable: Yes
Effects: Increases all agents' AP by 3.

Parry
Source: Transistor - Red
Duration: Until Central is revived
Stackable: N/A
Effects: +33% daemon reversal chance. Reversing daemons generates 10 PWR.

Punch
Source: Transistor - Red
Duration: Until Nika is revived
Stackable: N/A
Effects:Melee attack against alerted guard generates 4 PWR. If weapon used has a cooldown, it is reset to 0.

Read
Source: Transistor - Red
Duration: Until Draco is revived
Stackable: N/A
Effects:Pinning or killing a guard reveals a portion of the level. If level is already fully revealed, gain some Credits instead.

Recharge
Source: "Programs Extended" by wodzu_93
Duration: 10 Turns
Stackable: Yes
Effects: Reduces cooldowns of all items by 1 to a minimum of 2 turns.

Rollback
Source: "Programs Extended" by wodzu_93
Duration: Instant
Stackable: N/A
Effects: Decrement alarm tracker by 2.

Sleuth
Source: Transistor - Red
Duration: Until Ghuff is revived
Stackable: N/A
Effects: Observing a guard will tag them.

Smokescreen
Source: "Programs Extended" by wodzu_93
Duration: 5 turns
Stackable: Yes
Effects: Reduces vision range of guards by 2 tiles.

Transpose
Source: Transistor - Red
Duration: Until Mist is revived
Stackable: N/A
Effects: Guard that investigates Mist's body will be Psi-jacked, and can be controlled like a captured drone.

Triangulate
Source: Transistor - Red
Duration: Until Internationale is revived
Stackable: N/A
Effects: Reveal all drones every turn.

Tuning
Source: Transistor - Red
Duration: Until N-Umi is revived
Stackable: N/A
Effects: Hacked drones get +5 AP and are controlled for 3 extra turns.

Turbine
Source: "Programs Extended" by wodzu_93
Duration: 4 Turns
Stackable: Yes
Effects: Gain 2 PWR at start of the turn.

Yield
Source: Transistor - Red
Duration: Until Monst3r is revived
Stackable: N/A
Effects: For each agent that ends turn adjacent to a Console, reduce all program cooldowns by 1. 66% chance to install a daemon.
Corporations - Shared Assets
Guards and drones mentioned here can appear in any mission regardless of the corporation.

All guards have 45° Vision, 90° Peripheral Vision, 8 tile Vision Range, 10 tile Peripheral Vision Range, and 8 AP unless otherwise specified.

Camera Drone
Source: Base Game
Tier: Unarmed Drone
Traits:
  • Unarmed
  • No Hearing
  • No Peripheral Vision
  • 90° Vision Arc
  • KO Immune
  • 1 Firewall
  • Controllable
  • EMP Vulnerable
Abilities:
  • Local Scanner: Investigates with a scanner that ignores cover, invisibility and disguises. Range: 4.

Pulse Drone
Source: "Contigency Plan" DLC
Tier: Unarmed Drone
Traits:
  • Unarmed
  • No Hearing
  • No Peripheral Vision
  • No Vision
  • KO Immune
  • 1 Firewall
  • Controllable
  • EMP Vulnerable
Abilities:
  • Pulse Scanner: Every turn start, scan in range of 5 and relay position of found agents.

Search Drone
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Unarmed Drone
Traits:
  • Unarmed
  • No Hearing
  • No Peripheral Vision
  • 360° Vision Arc
  • 2 Tile Vision Range
  • Ignores cover, cloak and disguise
  • KO Immune
  • 1 Firewall
  • Controllable
  • EMP Vulnerable

Captain
Source: Base Game
Tier: Mission Objective Specific

Enforcer
Source: Base Game
Tier: Reinforcements
Traits:
  • Throws scan grenades (radius 5, relays agent location to user) at interests
  • Weapon Armor Piercing: 1
  • Weapon HP Damage: 4

Elite Enforcer
Source: Base Game
Tier: Reinforcements
Traits:
  • Heavy Armor 1
  • Throws scan grenades (radius 5, relays agent location to user) at interests
  • Weapon Armor Piercing: 1
  • Weapon HP Damage: 4

Super Elite Enforcer
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Reinforcements
Traits:
  • Heavy Armor 2
  • -1 KO Time
  • 11 AP
  • Silent Movement
  • Throws scan grenades (radius 5, relays agent location to user) at interests
  • Weapon Armor Piercing: 1
  • Weapon HP Damage: 4

Assault Enforcer
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Reinforcements
Traits:
  • Shoots agent on sight, skipping overwatch, then can't attack for 1 turn
  • Has a 2 turn KO instead of being killed
  • +1 KO Time
  • Weapon Armor Piercing: 1
  • Weapon HP Damage: 4

Super Assault Enforcer
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Reinforcements
Traits:
  • Heavy Armor 1
  • Shoots agent on sight, skipping overwatch, then can't attack for 1 turn
  • Has a 2 turn KO instead of being killed
  • +1 KO Time
  • Throws scan grenades (radius 5, relays agent location to user) at interests
  • Weapon Armor Piercing: 1
  • Weapon HP Damage: 4

Heavy Enforcer
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Reinforcements
Traits:
  • Heavy Armor 2
  • -1 KO Time
  • 5 AP
  • Has a 2 turn KO instead of being killed
  • Throws flash grenades (radius 3, knocks agents out) at interests
  • Weapon Armor Piercing: 1
  • Weapon HP Damage: 4

Super Heavy Enforcer
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Reinforcements
Traits:
  • Heavy Armor 3
  • -2 KO Time
  • 6 AP
  • Has a 2 turn KO instead of being killed
  • Throws flash grenades (radius 3, knocks agents out) at interests
  • Gains 1 armor every time spotting an agent or knocked out
  • Weapon Armor Piercing: 1
  • Weapon HP Damage: 4

Enforcer Drone
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Reinforcements
Traits:
  • 6 AP
  • No Hearing
  • No Peripheral Vision
  • 90° Vision Arc
  • KO Immune
  • 3 Firewalls
Abilities:
  • Local Scanner: Investigates with a scanner that ignores cover, invisibility and disguises. Range: 4.

Enforcer Drone V2.0
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Reinforcements
Traits:
  • Heavy Armor 1
  • 6 AP
  • No Hearing
  • No Peripheral Vision
  • 90° Vision Arc
  • KO Immune
  • 4 Firewalls
Abilities:
  • Local Scanner: Investigates with a scanner that ignores cover, invisibility and disguises. Range: 4.

Enforcer Drone V3.0
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Reinforcements
Traits:
  • Heavy Armor 2
  • 7 AP
  • No Hearing
  • No Peripheral Vision
  • 90° Vision Arc
  • KO Immune
  • 5 Firewalls
Abilities:
  • Local Scanner: Investigates with a scanner that ignores cover, invisibility and disguises. Range: 4.
  • Pulse Scanner: Every turn start, scan in range of 2 and relay position of found agents.

Refit Drone
Source: "Contigency Plan" DLC
Tier: Mission Objective Specific
Traits:
  • Unarmed
  • No Hearing
  • No Peripheral Vision
  • 90° Vision Arc
  • KO Immune
  • 1 Firewall
  • Controllable
  • EMP Vulnerable
Abilities:
  • Local Scanner: Investigates with a scanner that ignores cover, invisibility and disguises. Range: 4.

Scientist
Source: "Contigency Plan" DLC
Tier: Mission Objective Specific
Traits:
  • Unarmed
  • Flees when alerted
Corporations - FTM pt.1 - Common, Elites
This corporation specializes in survailence tech.

Resides in:
  • North America
Characteristics:
  • Scanning AMP - each alarm level relays location of one agent to security. Appears from mission difficulty 2. Multiple can be present at higher difficulty missions.
  • Security Router - each turn raises a random firewall by 1. Appears from mission difficulty 2. Multiple can be present at higher difficulty missions.
  • Infrared Camera - Upgraded Cameras that can see through cover.

Countermeasure AI subroutine slot count per mission difficulty:
Subroutine Type
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
PWR
0
0
0
1
1
1
1
1
1
1
2
2
2
2
2
Proactive
1
1
1
1
2
2
2
3
3
3
3
4
4
4
5
Reactive
0
1
1
1
1
2
2
2
3
3
3
3
4
4
4
Enchancement
0
0
1
1
1
1
2
2
2
3
3
3
3
4
4

FTM Guards
List of guards that appear in FTM facilities.
All guards have 45° Vision, 90° Peripheral Vision, 8 tile Vision Range, 10 tile Peripheral Vision Range, and 8 AP unless otherwise specified.

Security Guard
Source: Base Game
Tier: Basic






Security Guard (variation)
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Basic
Traits:
  • 135° Peripheral Vision
  • 9 AP
  • +1 KO damage taken

Security Guard (variation)
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Basic
Traits:
  • 6 AP
  • Throws scan grenades (radius 5, relays agent location to user) at interests


System Admin
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: System Admin
Traits:
  • Flees if alerted
Abilities:
  • Hacker: Recaptures 1 mainframe device per turn in a range of 2 tiles
  • Mainframe Sensory: Is sent to investigate hacked devices
  • Panic Button: Raises the alarm by 2 when alerted
Notes: One System admin is spawned per mission as long as the "System Admins" option is enabled.
The Panic Button ability is not used if the alarm level is 5 or higher.

Elite Security
Source: Base Game
Tier: Elite
Traits:
  • Heavy Armor 1
  • Weapon HP Damage: 2



Support Guard
Source: Base Game
Tier: Elite
Traits:
  • Throws flash grenades (radius 3, knocks agents out) at interests



Security Guard (Barrier)
Source: Base Game
Tier: Elite
Traits:
  • 3 firewalls
Abilities:
  • Barrier: Has armor equal to mainframe firewalls
Notes: Emp disables barrier temporarily

Scanner Security
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Elite
Traits:
  • Throws scan grenades (radius 5) that relay agent location to user at interests
  • Can see cloaked agents and through disguises
Abilities:
  • Long Range Sensors: Detects agents from a long range. Range starts at -2 and increases by 2 each turn, resetting once it finds a target.
Interferer
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Elite
Traits:
  • All KO damage taken is at least 3
Abilities:
  • Electrical Interference: Adds 1 turn to the item cooldowns of agents within 6 tiles.
  • Feedback Overloader: Knocks out agents within a 2 tile radius for 2 turns when knocked out or killed. Does not affect agents through walls.
Corporations - FTM pt.2 - Tier 2 Elites
Elite Security (Barrier)
Source: "Contingency Plan" DLC
Tier: Omni
Traits:
  • 6 firewalls
  • Magnetic Reinforcement (if above 2 firewalls, 2 firewalls are broken instead of being disabled when affected by emp)
Abilities:
  • Barrier: Has armor equal to mainframe firewalls
Surveillance Security
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Omni
Traits:
  • Heavy Armor 1
  • Throws scan grenades (radius 5, relays agent location to user) at interests
  • Can see cloaked agents and through disguises
Abilities:
  • Long Range Sensors: Detects agents from a long range. Range starts at -2 and increases by 2 each turn, resetting once it finds a target.
  • Ultrasonic Echolocation: Notices movement through cover.

Elite Interferer
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Omni
Traits:
  • Heavy Armor 1
  • All KO damage taken is at least 3
Abilities:
  • Electrical Interference: Adds 2 turns to the item cooldowns of agents within 8 tiles.
  • Feedback Overloader: Knocks out agents within a 3 tile radius for 2 turns when knocked out or killed. Does not affect agents through walls.
Corporations - K&O pt.1 - Common, Elites
This corporation specializes in armor and firepower.

Resides in:
  • Europe, Iceland and Greenland
  • Middle East
  • Australia
Characteristics:
  • Lower than average amount of Cameras.
  • Laser Barriers are always Lethal.
  • Turret - stationary gun emplacement. Requires 2 shots to destroy. Comes with adjacent Power Supply. Capture Power Suppy to turn Turret on/off. Capture Turret to shoot guards. Compromised turrets will be shot by alerted guards. Mounted weapon has 2 ammo and 2 armor piercing.
  • Shock Mines - Placed randomy on the map. 1.5 tile sight radius. Kills any agent that enters its sight range, ignores cloak and disguise. Single use, destroys itself when activated.

Countermeasure AI subroutine slot count per mission difficulty:
Subroutine Type
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
PWR
0
0
0
1
1
1
1
1
1
1
2
2
2
2
2
Proactive
0
1
1
1
1
2
2
2
3
3
3
3
4
4
4
Reactive
0
0
1
1
1
1
2
2
2
3
3
3
3
4
4
Enchancement
1
1
1
1
2
2
2
3
3
3
3
4
4
4
5

K&O Guards
List of guards that appear in K&O facilities.
All guards have 45° Vision, 90° Peripheral Vision, 8 tile Vision Range, 10 tile Peripheral Vision Range, and 8 AP unless otherwise specified.

Security Guard
Source: Base Game
Tier: Basic






Security Guard (variation)
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Basic
Traits:
  • 135° Peripheral Vision
  • 9 AP
  • +1 KO damage taken

Sprinter
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Basic
Traits:
  • 12 AP
  • Silent Movement
  • 4 tile Vision range
  • 5 tile Peripheral Vision range
System Admin
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: System Admin
Traits:
  • Flees if alerted
Abilities:
  • Hacker: Recaptures 1 mainframe device per turn in a range of 2 tiles
  • Mainframe Sensory: Is sent to investigate hacked devices
  • Panic Button: Raises the alarm by 2 when alerted
Notes: One System admin is spawned per mission as long as the "System Admins" option is enabled.
The Panic Button ability is not used if the alarm level is 5 or higher.

Elite Security
Source: Base Game
Tier: Elite
Traits:
  • Heavy Armor 1
  • Weapon HP Damage: 2



Support Guard
Source: Base Game
Tier: Elite
Traits:
  • Throws flash grenades (radius 3, knocks agents out) at interests



Heavy Security
Source: Base Game
Tier: Elite
Traits:
  • Heavy Armor 2
  • -1 KO damage taken
  • 6 AP
  • Weapon Armor Piercing: 1
  • Weapon HP Damage: 3

Spec Ops
Source: Base Game
Tier: Elite
Traits:
  • 180° Vision



Flack Guard
Source: "Contingency Plan" DLC
Tier: Elite
Traits:
  • Gains 1 armor every time spotting an agent or knocked out



Assault
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Elite
Traits:
  • 4 tile Vision range
  • 5 tile Peripheral Vision range
  • +1 KO damage taken
  • Shoots agent on sight, skipping overwatch, then can't attack for 1 turn
  • Has a 2 turn KO instead of being killed
  • Weapon Armor Piercing: 1
  • Weapon HP Damage: 4
Sharpshooter
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Elite
Traits:
  • 30 tile Vision range
  • 4 AP
  • Spotted agents become unable to move or interact with doors
  • Noticed agents will be marked. Marked agents have their position relayed to security at the start of their turn
  • Weapon Armor Piercing: 2
  • Weapon HP Damage: 2
Corporations - K&O pt.2 - Tier 2 Elites
Elite Heavy Security
Source: "Contingency Plan" DLC
Tier: Omni
Traits:
  • Heavy Armor 4
  • -2 KO damage taken
  • 6 AP
  • Throws flash grenades (radius 3, knocks agents out) at interests
  • Weapon Armor Piercing: 1
  • Weapon HP Damage: 3

Elite Spec Ops
Source: "Contingency Plan" DLC
Tier: Omni
Traits:
  • Heavy Armor 1
  • 180° Vision
  • 360° Peripheral Vision

Elite Assault
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Omni
Traits:
  • Heavy Armor 1
  • 12 AP
  • Silent Movement
  • 4 tile Vision range
  • 6 tile Peripheral Vision range
  • -1 KO damage taken
  • Shoots agent on sight, skipping overwatch, then can't attack for 1 turn
  • Has a 2 turn KO instead of being killed
  • Weapon Armor Piercing: 1
  • Weapon HP Damage: 4
Elite Sharpshooter
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Omni
Traits:
  • Heavy Armor 1
  • 30 tile Vision range
  • 5 AP
  • Spotted agents become unable to move or interact with doors
  • Noticed agents will be marked. Marked agents have their position relayed to security at the start of their turn
  • Weapon Armor Piercing: 2
  • Weapon HP Damage: 2
Abilities:
  • Ultrasonic Echolocation: Notices movement through cover.
Notes: Agents detected by Ultrasonic Echolocation will be marked.
  • Ion cannon: Has armor piercing and damage equal to mainframe firewall. Can't attack when firewall strength is zero.
  • Mainframe Refraction: Gains four firewalls for every five firewalls that are broken on another device, and adds a firewall to another device four times for every five firewalls broken. Range: 8 tiles.
Corporations - Plastech pt.1 - Common, Elites
This corporation specializes in guards mended with the mainframe.

Resides in:
  • Africa
  • South America
Characteristics:
  • Daemon Server - Every alarm level, installs a random daemon, and creates another random daemon on a firewall. Contains a Small Charge Pack as loot.

Countermeasure AI subroutine slot count per mission difficulty:
Subroutine Type
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
PWR
0
0
0
1
1
1
1
1
1
1
2
2
2
2
2
Proactive
1
1
1
1
2
2
2
3
3
3
3
4
4
4
5
Reactive
0
0
1
1
1
1
2
2
2
3
3
3
3
4
4
Enchancement
0
1
1
1
1
2
2
2
3
3
3
3
4
4
4

Plastech Guards
List of guards that appear in Plastech facilities.
All guards have 45° Vision, 90° Peripheral Vision, 8 tile Vision Range, 10 tile Peripheral Vision Range, and 8 AP unless otherwise specified.

Security Guard
Source: Base Game
Tier: Basic






Security Guard (variation)
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Basic
Traits:
  • 135° Peripheral Vision
  • 9 AP
  • +1 KO damage taken

Prototype Security
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Basic
Traits:
  • 1 firewall
  • No Peripheral Vision
Abilities:
  • Mainframe Booster: Has massively increased mp when firewall strength is high (5.45 + 2 * firewall strength MP, capped at 11)
  • Peripheral Optimizer: Has increased field of view when firewall strength is high (58.5° + firewall strength * 30°, capped at 135°)
Notes: Emp reduces vision and mp temporarily
System Admin
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: System Admin
Traits:
  • Flees if alerted
Abilities:
  • Hacker: Recaptures 1 mainframe device per turn in a range of 2 tiles
  • Mainframe Sensory: Is sent to investigate hacked devices
  • Panic Button: Raises the alarm by 2 when alerted
Notes: One System admin is spawned per mission as long as the "System Admins" option is enabled.
The Panic Button ability is not used if the alarm level is 5 or higher.

Elite Security
Source: Base Game
Tier: Elite
Traits:
  • Heavy Armor 1
  • Weapon HP Damage: 2



Modded MKI
Source: Base Game
Tier: Elite
Abilities:
  • Hacker: Recaptures 1 mainframe device per turn in a range of 6 tiles
  • Cyber Consciousness: If KO, possesses a random mainframe device as a daemon. Fully hacking said device will trigger the daemon and make a new daemon on a different device. Killing the daemon kills the MKI. Daemon disappears if owner dies or wakes up.
Siren 1.0
Source: "Contingency Plan" DLC
Tier: Elite
Abilities:
  • Cyber Scream: Raises firewalls of devices within a 5 tile radius by 1 every time knocked out or spotting an agent.



Augmented Security
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Elite
Traits:
  • 3 firewalls
  • No Peripheral Vision
  • -1 KO damage taken
Abilities:
  • Mainframe Booster: Has massively increased mp when firewall strength is high (5 + 2 * firewall strength MP)
  • Peripheral Optimizer: Has increased field of view when firewall strength is high (45° + firewall strength * 30°)
Notes: Emp reduces vision and mp temporarily

Modded MKX
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Elite
Abilities:
  • Mainframe Support: Raises the firewall of 1 mainframe device per turn by 1 in a range of 6 tiles. Can only raise the firewall of each device once, unless any firewalls are broken on that device.
  • Mainframe Sensory: Is sent to investigate hacked devices

PSI
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Elite
Traits:
  • 7 MP
Abilities:
  • Quantum Transmitter: Links to one random guard. Linked guard gets the Quantum Uplink trait. If either is alerted or knocked out, the other will be sent to investigate. If either is killed, the other will be knocked out for 1 turn. Connection is broken if either guard is knocked out or leaves the level. A new connection will be attempted at the start of the turn.
  • Neurostim Brain Implant: MP is permanently raised by 1.8 when alerted, 1.2 every time spotting an agent, and 0.8 every time knocked out.
Ghost Unit
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Elite
Traits:
  • Uses melee attacks instead of a gun. Melee attacks skip overwatch.
  • Knocks out target for 2 turns
  • Turns invisible when alerted or an agent is spotted. Lasts 1 turn or until user attacks, has a 3 turn cooldown.
  • Changes patrol when the alarm level changes
  • Weapon Armor Piercing: 1
Corporations - Plastech pt.2 - Tier 2 Elites
Modded MKII
Source: "Contingency Plan" DLC
Tier: Omni
Traits:
  • Heavy Armor 1
Abilities:
  • Hacker: Recaptures 1 mainframe device per turn in a range of 8 tiles
  • Cyber Consciousness: If KO, possesses a random mainframe device as a daemon. Fully hacking said device will trigger the daemon and make a new daemon on a different device. Killing the daemon kills the MKI. Daemon disappears if owner dies or wakes up.
Siren 2.0
Source: "Contingency Plan" DLC
Tier: Omni
Traits:
  • Heavy Armor 1
Abilities:
  • Cyber Scream: Raises firewalls of devices within a 7 tile radius by 2 every time knocked out or spotting an agent.
Advanced Security
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Omni
Traits:
  • Heavy Armor 1
  • 5 firewalls
  • No Peripheral Vision
  • -1 KO damage taken
  • Magnetic Reinforcement (if above 2 firewalls, 2 firewalls are broken instead of being disabled when affected by emp)
  • Weapon HP Damage: 2
Abilities:
  • Mainframe Booster: Has massively increased mp when firewall strength is high (5 + 2 * firewall strength MP)
  • Peripheral Optimizer: Has increased field of view when firewall strength is high (45° + firewall strength * 30°)

Elite PSI
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Omni
Traits:
  • Heavy Armor 1
  • 7 MP
Abilities:
  • Quantum Transmitter: Links to one random guard. Linked guard gets the Quantum Uplink trait. If either is alerted or knocked out, the other will be sent to investigate. If either is killed, the other will be knocked out for 1 turn. Connection is broken if either guard is knocked out or leaves the level. A new connection will be attempted at the start of the turn.
  • Neurostim Brain Implant: MP is permanently raised by 3.6 when alerted, 2.4 every time spotting an agent, and 1.6 every time knocked out.
  • Mainframe Support: Raises the firewall of 1 mainframe device per turn by 1 in a range of 6 tiles. Can only raise the firewall of each device once, unless any firewalls are broken on that device.
Elite Ghost
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Omni
Traits:
  • Heavy Armor 1
  • 12 AP
  • Silent Movement
  • Uses melee attacks instead of a gun. Melee attacks skip overwatch.
  • Knocks out target for 3 turns
  • Turns invisible when alerted or an agent is spotted. Lasts 2 turns or until user attacks, has a 2 turn cooldown.
  • Changes patrol when the alarm level changes
  • Weapon Armor Piercing: 2
Corporations - Sankaku pt.1 - Human Guards
This corporation specializes in robotics and drones.

Resides in:
  • Asia
  • New Zealand
  • Japan
  • Indonesia
Characteristics:
  • Heavily uses drones.
  • Sound Bug - mainframe device that raises alarm by 1 when it detects a loud sound. This also alerts nearby guards.
  • Drone Uplink Node - Will instantly reactivate captured drones and raise its firewall by 1 in the process. Activation will force this device to reboot for 1 turn. Contains Small Charge Pack as loot.

Countermeasure AI subroutine slot count per mission difficulty:
Subroutine Type
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
PWR
0
0
0
1
1
1
1
1
1
1
2
2
2
2
2
Proactive
0
1
1
1
1
2
2
2
3
3
3
3
4
4
4
Reactive
1
1
1
1
2
2
2
3
3
3
3
4
4
4
5
Enchancement
0
0
1
1
1
1
2
2
2
3
3
3
3
4
4

Sankaku Guards
List of guards that appear in Sankaku facilities.
All guards have 45° Vision, 90° Peripheral Vision, 8 tile Vision Range, 10 tile Peripheral Vision Range, and 8 AP unless otherwise specified.

All drones have 90° Vision, 8 tile Vision Range, no peripheral vision, 6 AP, reboot for 4 turns when hit by EMP, are equipped with Local Scanner and cannot be dragged, unless otherwise specified.

Security Guard
Source: Base Game
Tier: Basic

Security Guard (variation)
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Basic
Traits:
  • 135° Peripheral Vision
  • 9 AP
  • +1 KO damage taken

System Admin
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: System Admin
Traits:
  • Flees if alerted
Abilities:
  • Hacker: Recaptures 1 mainframe device per turn in a range of 2 tiles
  • Mainframe Sensory: Is sent to investigate hacked devices
  • Panic Button: Raises the alarm by 2 when alerted
Notes: One System admin is spawned per mission as long as the "System Admins" option is enabled.
The Panic Button ability is not used if the alarm level is 5 or higher.

Elite Security
Source: Base Game
Tier: Elite
Traits:
  • Heavy Armor 1
  • Weapon HP Damage: 2

Drone Engineer
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Elite
Abilities:
  • Drone Repair Tools: Reboots KO and hacked drones from melee range.
  • Drone Monitor: Investigates KO and hacked drones up to 4 tiles. Investigates hacked drones in sight.
  • Drone Reactor Booster: Drones within 6 tiles gain 2 AP.
  • Weapon HP Damage: 2

Elite Drone Engineer
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Omni
Traits:
  • Heavy Armor 1
Abilities:
  • Drone Repair Tools: Reboots KO and hacked drones from melee range.
  • Drone Monitor: Investigates KO and hacked drones up to 6 tiles. Investigates hacked drones in sight.
  • Drone Reactor Booster: Drones within 8 tiles gain 4 AP.
  • Weapon HP Damage: 2
Corporations - Sankaku pt.2 - Drones
Null Drone
Source: Base Game
Tier: Elite
Traits:
  • Unarmed
  • No Hearing
  • No Peripheral Vision
  • 90° Vision Arc
  • KO Immune
  • 3 Firewalls with a Daemon
  • Controllable
Abilities:
  • Local Scanner: Investigates with a scanner that ignores cover, invisibility and disguises. Range: 4.
  • Null Zone: Firewalls within 4 tiles are immune to direct hacking, excluding itself.

Null Drone V2.0
Source: "Contigency Plan" DLC
Tier: Omni
Traits:
  • Unarmed
  • 1 Armor
  • No Hearing
  • No Peripheral Vision
  • 90° Vision Arc
  • KO Immune
  • 6 Firewalls with a Daemon
  • Controllable
Abilities:
  • Local Scanner: Investigates with a scanner that ignores cover, invisibility and disguises. Range: 4.
  • Null Zone: Firewalls within 6 tiles are immune to direct hacking, excluding itself.

Obake Drone V1.0
Source: Base Game
Tier: Basic
Traits:
  • 2 Ammo
  • No Hearing
  • No Peripheral Vision
  • 90° Vision Arc
  • KO Immune
  • 1 Firewall
  • Controllable
Abilities:
  • Local Scanner: Investigates with a scanner that ignores cover, invisibility and disguises. Range: 4.

Obake Drone V2.0
Source: Base Game
Tier: Elite
Traits:
  • 2 Ammo
  • 1 Armor
  • No Hearing
  • No Peripheral Vision
  • 90° Vision Arc
  • KO Immune
  • 2 Firewalls
  • Controllable
Abilities:
  • Local Scanner: Investigates with a scanner that ignores cover, invisibility and disguises. Range: 4.

Akuma Drone
Source: Base Game
Tier: Elite
Traits:
  • 4 AP
  • 2 Armor
  • No Hearing
  • No Peripheral Vision
  • 135° Vision Arc
  • KO Immune
  • 4 Firewalls with a Daemon
  • Controllable
  • Weapon Armor Piercing: 2
  • Weapon HP Damage: 4
Abilities:
  • Local Scanner: Investigates with a scanner that ignores cover, invisibility and disguises. Range: 4.

Akuma Drone V2.0
Source: "Contigency Plan" DLC
Tier: Omni
Traits:
  • 5 AP
  • 3 Armor
  • No Hearing
  • No Peripheral Vision
  • 135° Vision Arc
  • KO Immune
  • 6 Firewalls with a Daemon
  • Controllable
  • Weapon Armor Piercing: 2
  • Weapon HP Damage: 4
Abilities:
  • Local Scanner: Investigates with a scanner that ignores cover, invisibility and disguises. Range: 4.
  • Magnetic Reinforcements: EMPs reduce firewalls by 2 if current firewalls are 3+.

Support Drone
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Elite
Traits:
  • Unarmed
  • No Hearing
  • No Peripheral Vision
  • 90° Vision Arc
  • KO Immune
  • 1 Firewall
  • Controllable
Abilities:
  • Local Scanner: Investigates with a scanner that ignores cover, invisibility and disguises. Range: 4.
  • Support Guard: Clears rooms with Flash Grenades.
Notes:
Can fire a grenade once per mission when under player control.

Tsukumogami Drone
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Elite
Traits:
  • No Hearing
  • No Peripheral Vision
  • 90° Vision Arc
  • KO Immune
  • 2 Firewalls
Abilities:
  • Improved Scanner: Investigates with a scanner that ignores cover, invisibility and disguises. Range: 7.
  • Alarm State Synchronization: +1 max AP every alarm level.

Tsukumogami Drone V2.0
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Omni
Traits:
  • No Hearing
  • No Peripheral Vision
  • 90° Vision Arc
  • KO Immune
  • 6 Firewalls with a Daemon
  • Can see cloaked agents and through disguises.
Abilities:
  • Improved Scanner: Investigates with a scanner that ignores cover, invisibility and disguises. Range: 8.
  • Pulse Scanner: Every turn start, scan in range of 3 and relay position of found agents.
  • Alarm State Synchronization: +1 max AP every alarm level.
  • Magnetic Reinforcements: EMPs reduce firewalls by 2 if current firewalls are 3+.
Corporations - OMNI
Mysterious corporation that presumably is after Invisible.

Resides in:
  • Unknown location
Characteristics:
  • Super Elite Guards - guards in this corporation are a cut above any other guard from other corporations.
  • Combination Security - utilizes most special security devices other corporations use.

Countermeasure AI subroutine slot count per mission difficulty:
Subroutine Type - Foundry
All Difficulties
PWR
1
Proactive
1
Reactive
1
Enchancement
1

Subroutine Type - Mainframe
1-6
7+
PWR
1
1
Proactive
1
2
Reactive
1
2
Enchancement
1
2

OMNI Guards
List of guards that appear in OMNI facilities.
All guards have 45° Vision, 90° Peripheral Vision, 8 tile Vision Range, 10 tile Peripheral Vision Range, and 8 AP unless otherwise specified.

OMNI Soldier
Source: Base Game
Tier: Omni
Traits:
  • 3 Armor
  • Weapon Armor Piercing: 2
  • Weapon HP Damage: 4

OMNI Protector
Source: Base Game
Tier: Omni
Traits:
  • 6 AP
  • 8 Firewalls
Abilities:
  • Barrier: +1 armor for each firewall.
  • Mainframe Attunement: +1 max AP for each firewall.

OMNI Harbinger
Source: Base Game
Tier: Omni
Traits:
  • 1 Armor
  • +4 alarm on death
  • +2 alarm on KO
  • Weapon HP Damage: 2
Abilities:
  • Reconnaissance Protocol: Long patrol route.
  • Mainframe Attunement: +1 max AP for each firewall.

OMNI Hacker
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Omni
Traits:
  • Weapon HP Damage: 2
Abilities:
  • Cyber Consciousness: If KO, possesses a random mainframe device as a daemon. Fully hacking said device will trigger the daemon and make a new daemon on a different device. Killing the daemon kills the OMNI Hacker. Daemon disappears if owner dies or wakes up.
  • Hacker: Recaptures 1 mainframe device per turn in a range of 6 tiles.
  • Mainframe Sensory: Is sent to investigate hacked devices.
  • Mainframe Support: +1 firewall to 1 mainframe device per turn in a range of 6 tiles.
  • Null Zone: Firewalls within 1 tile are immune to direct hacking.

OMNI Hunter
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Omni
Traits:
  • 1 Armor
  • 11 AP
  • Silent Steps
  • Throws scan grenades (radius 5) that relay agent location to user at interests.
  • Can see cloaked agents and through disguises.
Abilities:
  • Drone Reactor Booster: Drones within 8 tiles gain 2 AP.
  • Long Range Sensors: Detects agents from a long range. Range starts at -2 and increases by 2 each turn, resetting once it finds a target.

OMNI Killer
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Omni
Traits:
  • Throws flash grenades (radius 3, knocks agents out) at interests.
  • Shoots agent on sight, skipping Overwatch, then can't attack for 1 turn
  • Has a 2 turn KO instead of being killed
  • Weapon Armor Piercing: 2
  • Weapon HP Damage: 4

OMNI Drone
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Omni
Traits:
  • Unarmed
  • No Hearing
  • No Peripheral Vision
  • 90° Vision Arc
  • KO Immune
  • 3 Firewalls with a Daemon
  • Controllable
Abilities:
  • Alarm State Synchronization: +1 max AP every alarm level.
  • Adaptive Firewall: +1 max firewall after a reboot.
  • Local Scanner: Investigates with a scanner that ignores cover, invisibility and disguises. Range: 5.
  • Magnetic Reinforcements: EMPs reduce firewalls by 2 if current firewalls are 3+.

OMNI Destroyer
Source: "Advanced Guard Protocol" by Cyberboy2000
Tier: Omni
Traits:
  • Heavy Armor 1
  • 5 AP
  • No Hearing
  • No Peripheral Vision
  • 135° Vision Arc
  • KO Immune
  • 4 Firewalls with a Daemon
  • Scanner ignores walls.
  • Weapon Armor Piercing: 2
  • Weapon HP Damage: 4
Abilities:
  • Adaptive Firewall: +1 max firewall after a reboot.
  • Defense Matrix: +1 temporary armor to all guards within 3 tiles when alerted.
  • Local Scanner: Investigates with a scanner that ignores cover, invisibility and disguises. Range: 5.
  • Magnetic Reinforcements: EMPs reduce firewalls by 2 if current firewalls are 3+.
4 Comments
Secretss 20 Oct, 2024 @ 12:41am 
Is Footfall Dampener still included in the "New Items and Augments" workshop mod? I just checked the mod's page and it's not listed. I've been trying to get it in the game.
Krandi 11 Dec, 2022 @ 5:31am 
Very good, that guide. Could you add detailed data from the new allert system - allert level 1 - 8?
kittyboi 11 Mar, 2022 @ 6:48am 
Great guide! Can you add Neptune corporation from mod?
lexo1000 25 Aug, 2021 @ 12:16am 
Great guide thanks a lot!