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 | | [[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
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
Infantry Accessories
Ammunition
| Name | Trade Val | Description | Passive Effects | Tags | |
|---|---|---|---|---|---|
| 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 | ||
| 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 | ||
| 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. | ||
| 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 |
Disposable Launchers
| Name | Trade Val | Description | Rng | HP Dmg | Armor Dmg | Armor Pen | Supp | Elems Hit | Acc Mod | AP Cost | Uses | Tags | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 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 | ||
| 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 |
Drones
| Name | Trade Val | Description | Tags | |
|---|---|---|---|---|
| 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. | ||
| 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. |
Drugs
| Name | Trade Val | Description | Uses | Tags | |
|---|---|---|---|---|---|
| 15 | 25 | Removes Exhausted status effect for 4 turns. | 2 | ||
| 10 | 30 | Heals any wounded elements at the beginning of this squads turn and reduces incoming damage by 25% for 3 turns. | 2 | ||
| 15 | 25 | Removes Injured and bruised status effect for 4 turns. | 2 | ||
| 25 | 45 | Increases Cover Level by 1, Concealment by 1, Detection by 2 and Accuracy by 5% for 3 turns. | 2 | ||
| 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 | ||
| 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 | ||
| 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 | ||
| 15 | 45 | Reduces incoming damage by 50% for 2 turns, increases suppression resistance by 50% for 2 turns. | 2 | ||
| 20 | 40 | Reduces movement costs by 4 per tile. Removes encumbered status and increases AP by 10 for 2 turns. | 2 | ||
| 25 | 55 | Increases viewrange and detection by 2 and accuracy by 15% for 2 turns. | 2 |
Explosives
| Name | Trade Val | Description | Rng | HP Dmg | Armor Dmg | Armor Pen | Supp | Elems Hit | Acc Mod | AP Cost | Uses | Tags | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 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 | |
| 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 | ||
| 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 | |
| 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 | ||
| 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 | ||
| 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 | ||
| 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 | ||
| 20 | 65 | An improved MK2 fragmentation grenade with increased explosive load and armor penetration capability. | 3 | 15 | 20 | 30 | 65 | 1 | 20 | 40 | 3 | ||
| 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 | ||
| 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 | ||
| 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 | ||
| 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 | |
|---|---|---|---|---|---|
| 10 | 30 | Increases special weapons by 50%, minimum by 2. | N/A | ||
| 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 | ||
| 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 | ||
| 10 | 25 | An arrangement of additional camouflage items like face paint, heat absorbent capes, and foliage suits to increase concealment by 2. | N/A | ||
| 5 | 10 | Increases squad weapon uses by 50% | N/A | ||
| 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 | ||
| 15 | 40 | A set of powerful night vision goggles that remove all nighttime vision reduction. | N/A | ||
| 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 | ||
| 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 | ||
| 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 | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 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 | ||
|
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 | ∞ | ||
| 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 | ∞ |
Crafted Accessories
| Name | Trade Val | Description | Uses | Tags | |
|---|---|---|---|---|---|
| 20 | 120 | +30 Armor. +40 Armor Durability. +3 Movement costs per tile. | N/A | ||
| 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 | ||
| 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 | ||
| 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 |

















































