Accessories: Difference between revisions

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| [[File:Accessory 05 186x186.png|center|120px|link=S12 Aphenedrin "Combat Drugs"]] [[S12 Aphenedrin "Combat Drugs"]] || 20 || 45 || A cocktail of stimulants that reduce feelings of fear, exhaustion, and pain to maintain combat effectiveness. Instantly removes suppression and increases discipline by 50 for one turn.|| 2 || {{ItemTag|name=DRUG|link=Drug(Tag)}}
| [[File:Accessory 05 186x186.png|center|120px|link=S12 Aphenedrin "Combat Drugs"]] [[S12 Aphenedrin "Combat Drugs"]] || 20 || 45 || A cocktail of stimulants that reduce feelings of fear, exhaustion, and pain to maintain combat effectiveness. Instantly removes suppression and increases discipline by 50 for one turn.|| 2 || {{ItemTag|name=DRUG|link=Drug(Tag)}}
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| [[File:Accessory 43 186x186.png|center|120px|link=Travodin Stimulant]] [[Travodin Stimulant]] || 15 || 45 || Reduces incoming damage by 50% for 2 turns, increases suppression resistance by 50% for 2 turns..|| 2 || {{ItemTag|name=DRUG|link=Drug(Tag)}}
| [[File:Accessory 43 186x186.png|center|120px|link=Travodin Stimulant]] [[Travodin Stimulant]] || 15 || 45 || Reduces incoming damage by 50% for 2 turns, increases suppression resistance by 50% for 2 turns.|| 2 || {{ItemTag|name=DRUG|link=Drug(Tag)}}
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| [[File:Accessory 36 186x186.png|center|120px|link=Triloxin Injector]] [[Triloxin Injector]] || 20 || 40 || Reduces movement costs by 4 per tile. Removes encumbered status and increases AP by 10 for 2 turns.|| 2 || {{ItemTag|name=DRUG|link=Drug(Tag)}}
| [[File:Accessory 36 186x186.png|center|120px|link=Triloxin Injector]] [[Triloxin Injector]] || 20 || 40 || Reduces movement costs by 4 per tile. Removes encumbered status and increases AP by 10 for 2 turns.|| 2 || {{ItemTag|name=DRUG|link=Drug(Tag)}}

Latest revision as of 19:52, 12 September 2026

The content below is based on the demo release and needs to be updated as it may not accurately represent what's currently in-game.

This page covers Accessories, for Vehicle Accessories see here. For a complete breakdown of currently used Weapon/Accessory tags or to search for a specific tag see here.

Accessory Statistics

Name Description
Trade Value Like all items, accessories can be traded on the black market. The value of an accessory is mostly based on its rarity.
The logistics cost to add an accessory to a squad.
Effect(s) What an accessory does.
Uses How many times an accessory can be used in a mission.

Infantry Accessories

Ammunition

Name
Trade Val Description Passive Effects Tags
Armor Piercing Ammo
20 35 Armor piercing rounds are fitted with hardened alloy material tips to defeat armor shields. The increased hardness of the round makes it penetrate targets without tumbling Or Suit fragmenting, reducing flesh damage. As it is commonly painted black this ammo is also. refered to as "Black Tip". +25 Armor penetration, -2 Damage

ARMOR PIERCING PROJECTILE

Hollow Points
10 20 Hollow point ammo is designed for maximum flesh damage. As it does not have a hardened tip it suffers when used against any type of bodyarmor. The red polymer is used to fill the hollow part of the bullet and give it better ballistics. Given its bright red color it is also referred to as lipstick +10 Damage, -10 Armor Penetration

LOW PENETRATION PROJECTILE

Match Grade Ammo
25 35 Match Ammo is produced with minimal error tolerances and has to adhere to the highest quality and manufacturing standards. These rounds are expensive but as well made as physically possible granting highest accuracy and performance, +1 Maximum Range, +10 Accuracy, -2 Accuracy Dropoff per tile.

ACCURATE LONG RANGE PROJECTILE

REND Ammo
20 20 Specifically designed to cause maximum armor damage and render bodyarmors useless quickly this round also does high flesh damage. Due its specific design its armor penetration capability is extremely low. +2 Damage, +15 Armor Damage, -15 Armor Penetration

ARMOR DAMAGING LOW PENETRATION PROJECTILE

Disposable Launchers

Name
Trade Val Description Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit Acc Mod AP Cost Uses Tags
Disposable Rocket Flamethrower
15 15 Shoots a thermobaric rocket at the target that sets the tile on fire. 2-8 30 30 25 0 3 0 40 1

AREA OF EFFECT INCENDIARY

Wurfger Disposable AT-Launcher
10 15 Produced by Holmgard Arms this small and light AT launcher can be carried in addition to a units normal loadout. It offers ad hoc AT capabilities if needed but lacks the punch of larger, dedicated anti armor systems. It has to be discarded after use. 2-8 120 110 100 40 1 0 40 1

PROJECTILE ANTI VEHICLE ROCKET

Drones

Name
Trade Val Description Tags
"Falcon" Recon Skybot
15 30 A small skybot sent out to scout a certain area. Can be remote controlled to relocate within 10 tiles of the drone operator.

HOVERING

"Wardog" AT Skybot
20 35 A small skybot nicknamed "Wardog" armed with a shaped charge that explodes on impact. It can be steered into a target to explode.

HOVERING ANTI VEHICLE

Drugs

Name
Trade Val Description Uses Tags
Benzofinil Tablets
15 25 Removes Exhausted status effect for 4 turns. 2

DRUG

Haemocetan
10 30 Heals any wounded elements at the beginning of this squads turn and reduces incoming damage by 25% for 3 turns. 2

DRUG

Morphidrin Patch
15 25 Removes Injured and bruised status effect for 4 turns. 2

DRUG

Neuropentine SR-Tablets
25 45 Increases Cover Level by 1, Concealment by 1, Detection by 2 and Accuracy by 5% for 3 turns. 2

DRUG

Nitrophenyl Injector
15 45 Instantly sets moral to highest possible, makes the squad immune to moral changes, increases the discipline by 33% and reduces defence by 10% for 2 turns. 2

DRUG

Protagon "Pirate Speed" - IR Tablets
20 15 Use protagon to gain another turn after the current one. The second turn is limited to 60% of this units max AP. 2

DRUG

S12 Aphenedrin "Combat Drugs"
20 45 A cocktail of stimulants that reduce feelings of fear, exhaustion, and pain to maintain combat effectiveness. Instantly removes suppression and increases discipline by 50 for one turn. 2

DRUG

Travodin Stimulant
15 45 Reduces incoming damage by 50% for 2 turns, increases suppression resistance by 50% for 2 turns. 2

DRUG

Triloxin Injector
20 40 Reduces movement costs by 4 per tile. Removes encumbered status and increases AP by 10 for 2 turns. 2

DRUG

ZBs-22 Neurodin Injector
25 55 Increases viewrange and detection by 2 and accuracy by 15% for 2 turns. 2

DRUG

Explosives

Name
Trade Val Description Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit Acc Mod AP Cost Uses Tags
AT Grenade
15 40 A specialized anti-tank grenade that can make short work of most light and medium vehicles. The main drawback is the close distance needed to employ the grenade against a mobile target. 3 140 180 140 30 1 0 40 3

IGNORES COVER ANTI VEHICLE ANTI STRUCTURE PROJECTILE ARMOR PIERCING

Anti-Tank Mines
15 30 Deploys an AT mine at an adjacent tile. Can only be used when deployed. 2 180 250 200 40 1 100 10 4

ANTI VEHICLE

Bundle Grenade
10 15 A bundle of HE grenades attached to each other as a makeshift anti-tank grenade. 3 90 90 100 30 1 0 40 3

IGNORES COVER ANTI VEHICLE ANTI STRUCTURE PROJECTILE ARMOR PIERCING

EMP Grenade
20 60 A grenade that emits an electromagnetic field which damages and disables most electronic devices. Mainly used to temporarily take out vehicles and automatic defense systems by pirate boarding crews. 3 35 15 400 10 1 40 40 2

EMP IGNORES COVER ANTI VEHICLE PROJECTILE

Explosive Charge
10 15 An explosive charge that can be thrown over short distances. Once thrown, it can be triggered at any time with a remote detonator for a devastating explosion that hits multiple tiles and can easily destroy buildings and armored vehicles. 1 650 0 250 100 9 500 40 1

AREA OF EFFECT ANTI STRUCTURE ANTI VEHICLE

Flashbang Grenade
10 25 A flashbang that emits a blinding light and loud noise to disorient and stun an organic target for one turn. Does not inflict damage. 3 - - - - - 20 40 3

IGNORES COVER PROJECTILE

Fragmentation Grenade
10 25 A grenade that explodes into small metallic shrapnel upon impact. Highly effective in taking out multiple soft targets at once. Ignores any cover and can also be used against troops in fortifications. 3 30 35 30 50 1 20 40 3

IGNORES COVER PROJECTILE AREA OF EFFECT

MK2 Fragmentation Grenade
20 65 An improved MK2 fragmentation grenade with increased explosive load and armor penetration capability. 3 15 20 30 65 1 20 40 3

IGNORES COVER PROJECTILE AREA OF EFFECT

Incendiary Grenade
10 20 A grenade containing highly flammable contents that ignite in a fiery explosion upon impact and set the ground on fire. Can also be used to set structures, vegetation, or vehicles on fire. 3 30 30 25 0 3 20 40 3

INCENDIARY AREA OF EFFECT PROJECTILE IGNORES COVER

Scrap Bomb
5 10 A makeshift grenade built from explosives and all kinds of fragmentation material like screws, metal scraps and ball bearings. Low powered but also extremely cheap to produce. 3 15 20 15 50 1 20 40 3

IGNORES COVER PROJECTILE AREA OF EFFECT

Smoke Grenade
10 15 A grenade that creates a thick smoke cloud over an area of several tiles to conceal anyone inside or behind it. Completely blocks all lines of sight. 3 - - - - - - 40 3

SMOKE AREA OF EFFECT PROJECTILE

Thermite Grenade
20 25 A Nano-Thermite charge originally used in mining that burns at intense heat, melting through nearly any material with ease. This grenade causes percentage based hitpoint damage to vehicles and structures. Can not be used against infantry. 3 0 200 140 30 1 0 40 3

IGNORES COVER ANTI VEHICLE ANTI STRUCTURE PROJECTILE ARMOR PIERCING

Miscellaneous

Name
Trade Val Description Uses Tags
Ammo Bag
10 30 Increases special weapons by 50%, minimum by 2. N/A
Armor Plates
10 20 Additional Armor Plates that can be inserted into most standard armors to replace damaged plates and refill armor durability. Has one use. 1
Binoculars
10 25 A set of powerful binoculars that can be actively used to scout out enemy positions. Increases view range and detection by 1. N/A
Camouflage Kit
10 25 An arrangement of additional camouflage items like face paint, heat absorbent capes, and foliage suits to increase concealment by 2. N/A
Magazine Pouches
5 10 Increases squad weapon uses by 50% N/A
Motion Scanner
15 40 A high-powered ultrasound scanner that uses doppler-shift discrimination to filter out moving objects from stationary background. Reveals enemy units as blips even if inside the fog of war for the remainder of the current round. Has a range of 12 tiles. N/A
Night Vision Goggles
15 40 A set of powerful night vision goggles that remove all nighttime vision reduction. N/A
Signal Jammer
10 20 This device jams enemy communication system and makes it impossible to relay target information between each other. It effectively removes the "designated target" effect from a friendly unit within $1 tiles. N/A
Smart Gun Link
20 35 An advanced two-piece module that's installed in the firearm and links its targeting data straight to an advanced heads-up display of the user. Increases accuracy by 10%. N/A
Target Designator
10 45 Marks a unit or structure for the duration of 2 rounds, even when it moves out of sight. Certain guided weapons and offmap assets can only fire on marked targets. Increases accuracy against this target by 20%. Can only be used when deployed. N/A

Sidearms

Name
Trade Val Description Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit Acc Mod AP Cost Uses Tags
Grenade Pistol
15 35 A grenade pistol that shoots a small fragmentation grenade over a medium distance. Is limited to 2 uses. 2-6 30 35 30 50 1 15 40 2

INDIRECT FIRE PROJECTILE AREA OF EFFECT

MK18MOD1 HPS

10

20 The Hachette et Marteau Machinery Company High Powered Sidearm (HPS) is produced by HM for Navy forces. This pistol uses a smaller caliber round with high velocity which makes it much more powerful at defeating bodyarmor. Also, the gun has a better range and ballistics than the usual 9mm handguns. The smaller round does less damage though due to its reduced diameter. 4 9 8 30 2 1 10 30

SHORT RANGE HIGH RATE OF FIRE PROJECTILE

P99A3
5 15 The P99A3 Enzige Standardized Service Pistol is the standard sidearm of the TCR armed forces. It is a reliable backup weapon with decent damage but short range and low armor penetration. 3 11 10 13 2 1 5 30

SHORT RANGE HIGH RATE OF FIRE PROJECTILE

Crafted Accessories

Name
Trade Val Description Uses Tags
Advanced Armor Plates
20 120 +30 Armor. +40 Armor Durability. +3 Movement costs per tile. N/A
XGR-P - Plasma Grenade
20 180 Throw a plasma grenade at the target that explodes in a ball of heated plasma that is especially effective at melting armor. Can hit multiple elements. 3

ARMOR DAMAGING AREA OF EFFECT IGNORES COVER PROJECTILE

Thermal Imaging Device
20 120 The powerful optical devices harvested from construct entities are ideal for creating thermal imaging scopes and goggles that allow troops to spot even the most concealed enemies. Greatly increases detection. N/A
WARD - Wearable Advanced Resolve Device
20 120 A delicate device of neurologically active connectors and diodes that stimulate some brain areas and block others. The effect is an unnaturally high resilience to any psychological trauma or flight reaction. Increases discipline by 15. N/A

Changelog