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Items

Aegis Vest
ATME | 100 int | N/A | 2000

Provides 25 armor and helps prevent injuries. Has a 20% chance to fully absorb damage.

Combat Vest MKII
Gear | 120 int | N/A | 250

Provides 12 armor and helps prevent injuries. Has a 7% chance to absorb minor blows.

Combat Vest MKIII
Gear | 150 int | N/A | 250

Provides 25 armor and helps prevent injuries. Has a 10% chance to absorb minor blows.

Vests An officer may only carry one vest at a time
Combat Vest
Gear | 110 int | N/A | 250

Provides 6 armor and helps prevent injuries. Has a 4% chance to absorb minor blows.

Items can be found in various places throughout the game, and will provide boosts to your officer, if they have the intelligence to use them. Being able to identify them at a glance will prove essential.

The 'tags' below an item's name mean: Item category, intelligence to use it, purchase price, sale price

Gear can be found in metal (black) crates. Consumable items (except ammo upgrades and droid parts) can be found in wooden (brown) crates.

ATME items and clothing can be found in rooms with two or three metal crates and no ammo upgrades.

Chronotech items can be found somewhere in the park, once delivered by Chronotech Corp, from the future.

Craftable items require appropriate 'design plans' to be found, and then constructed with the component gear and a circuit board.

Energy Generation
Micro-Fusion Generator
Gear | 103 int | 500 | 250

Increases energy regeneration by 2.

Micro-Fusion Generator Plus
Gear | 120 int | N/A | 250

Increases energy regeneration by 3.

Storage Cell
Gear | 103 int | 500 | 250

Increases energy storage capacity by 250.

Storage Duo-Cell
Gear | 115 int | N/A | 250

Increases energy storage capacity by 500.

Supercell
ATME | 100 int | N/A | 2000

Increases energy storage capacity by 1500 and regeneration by 2.

Energy Storage
Megagen
ATME | 100 int | N/A | 2000

Increases energy regeneration by 8.

Energy Field
ATME | 100 int | N/A | 2000

Increases energy regeneration of the officer and nearby units by 2.

Solar Batteries
ATME | 100 int | N/A | N/A

Restores 500 energy when used. Recharges up to 12 charges during the daytime. Automatically uses one charge if energy drops below 250.

Rapid Reloads An officer may only carry one reload at a time
Rapid Reload MKII
Gear | 130 int | N/A | 250

Increases the attack speed of the officer and adjacent teammates by 45%.

Rapid Reload MKIII
Gear | 150 int | N/A | 250

Increases the attack speed of the officer and adjacent teammates by 65%.

Consumables
Ammo Upgrade
Consumable | 100 int | N/A | 100

Upgrades the officer's ammunition by one level (to a maximum of 3), increasing the damage.

Stim packs Note: Stim packs don't disappear when depleted
Bandage
Consumable | 100 int | 64 | 32

Restores health to a comrade and causes open wounds to heal faster. Higher intelligence increases amount healed.

Battery
Consumable | 100 int | 120 | 60

Restores 500 energy when used. Automatically used if energy drops below 250.

Kevlar Vest
Gear | 100 int | N/A | 200

Provides 2 armor and helps prevent injuries. Has a 2% chance to absorb minor blows.

Claymore
Consumable | 105 int | 180 | 90

Places a landmine on the ground that explodes when destroyed, dealing 400 damage in a medium radius.

Stim Pack
Consumable | 120 int | 400 | 200

Increases attack rate by 75% and movement speed by 15%. Lasts 20 seconds. When empty, uses 600 energy to refill 3 charges.

Refined Stim Pack
Consumable | 135int | 400 | 200

Increases attack rate by 150% and movement speed by 15%. Lasts 20 seconds. When empty, uses 1000 energy to refill 3 charges.

Ultra Stim Pack
Consumable | 150int | N/A | 200

Increases attack rate by 225% and movement speed by 15%. Lasts 20 seconds. When empty, uses 1200 energy to refill 3 charges.

ATME | 100 int | N/A | 2000

The ultimate in stim technology, increases attack rate by 300% and movement speed by 20%. Lasts 27 seconds. When empty, uses 600 energy to refill 2 charges.

Psycho
Buffout
Consumable | 100 int | 20 | N/A

Increases vitality by 100. Lasts 120 seconds.

Speed
Consumable | 100 int | 30 | N/A

Increases agility by 20. Lasts 120 seconds.

Mentat
Consumable | 100 int | 60 | N/A

Increases intelligence by 15. Lasts 120 seconds.

Rapid Reload
Gear | 105 int | N/A | 250

Increases the attack speed of the officer and adjacent teammates by 25%.

Other ATMEs.
Zeal-Mag.
ATME | 100 int | N/A | 2000

Increases attack rate by 65% and damage by 10%.

Cyber-Net
ATME | 100 int | N/A | 2000

Increases intelligence by 20 and all experience gained by 10%. Can be permanently integrated.

Revive
Consumable | 150 int | 250 | N/A

Brings a nearby teammate back to life. Teammate suffers from rez sickness.

Temporal Avatar
ATME | 100 int | N/A | 2000

Creates a tiny rift in the fabric of time, allowing a recent instance of yourself to partially co-exist in the present. Only the projectiles of this avatar fully subsist in your time. Lasts 60-120 seconds. Requires 120 seconds to recharge.

Flare Gun
Consumable | 100 int | 300 | 150

Launches a flare to reveal the targeted area for 6 seconds.

Key items
Other items
Clothing
Special | N/A | N/A | 750

Random piece of clothing. Inexplicably valuable on the black market.

Antidote
Consumable | 100 int | N/A | N/A

Special crossbow shoots a bolt which injects the antivirus into the target. If successful, recipient will pacify & follow you. Roughly a minute later, the pacified zombie will be cured.

Circuit Board
Special | N/A | 120 | 60

​Component in one of three colours, used for many small tasks.

Recall
Special | 110 int | 1000 | 500

Teleports the unit and adjacent officers to the Scientist's lab. Units will automatically be returned to their previous locations after 20 seconds or upon leaving the lab. Costs 250 energy to use.

Hazmat
Special | N/A | N/A | 500

(City map only)

Sometimes barrels of hazardous materials will have spawned in the graveyard. In Nightmare and Extinction, they will also spawn in a random room. Each of these barrels negatively shifts the radiation bracket and increases the rate at which rad. fragments spawn. Hazmats must be carried one at a time and continuously drain the health of the carrier.

Top-Secret items An officer can only carry one top secret at a time.
Shield Capacitor
Special | 120 int | 1500 | 750

​Uses advanced technology to upgrade your nanites generator and energy storage but decreases movement speed.

Titan Vest
ChronoTech | 165 int | N/A | N/A

ChronoTech defense experts believe they created the ultimate in protection with this vest which emits an immense defense matrix around the wearer and adjacent comrades.
Use: Implanted subdermal plating increases armor by 4.
Passive: Increases maximum energy capacity by 750. Provides an additional 25 points of armor and helps prevent injuries. Has a 20% chance to fully absorb damage.

Assault Droid Parts
Consumable | 150 int | N/A | 2000

These parts are all that remain of an Assault Droid. They can be infused with energy to build a new droid. The droid is equipped with a Bozar and serves as a powerful support unit. Uses up to 2000 energy to create droid.

Gear and consumable items can be fused into an assault droid to enhance its capabilities. Gear will be dropped when the droid dies if a Gadgeteer constructs it.

Pill Pouch
Special | 100 int | N/A | N/A

Stores up to 30 drugs and has several useful functions for drugs. (Buffouts, speeds and mentats are drugs.)

Micro-Fusion Generator MKII
Craftable | 135 int | N/A | 500

Increases energy regeneration by 6.

These items haven't yet been added to the game, but were in SWAT: Aftermath, and may be making a reappearance soon.

Tesla Vest MKII
Craftable | 150 int | N/A | 500

Provides 12 armor and helps prevent injuries. Has a 7% chance to absorb minor blows.

Increases energy regeneration by 6.

Tesla Vest
Craftable | 130 int | N/A | 500

Provides 6 armor and helps prevent injuries. Has a 4% chance to absorb minor blows.

Increases energy regeneration by 4.

Upcoming Items

Magnum
ChronoTech | 165 int | N/A | N/A

ChronoTech Corporation's finest achievement in ammunition enhancement, this device greatly increases damage potential without affecting weapon compatibility.
Use: Ammo level and maximum ammo level increased by 1.
Passive: Increases damage by 85%.

Masamune
ChronoTech | 165 int | N/A | N/A

Once thought lost forever, ChonoTech historians first located and then found a way to draw power from the spirit forged into this ancient sword of legendary might.
Use: Learn how to better wield your gun. Effective skill level increased by 1.
Passive: The warrior spirit flows through you, increasing your damage by 40%, energy regeneration by 6, and vitality by 125.

Megahurtz
ChronoTech | 165 int | N/A | N/A

This ChronoTech Corporation computer chip upgrades your suit's systems and networking components, making you and closeby comrades more effective in combat.
Use: Intelligence increased by 5.
Passive: Increases energy regeneration by 3 and attack speed by 50%.

Nethergen
ChronoTech | 165 int | N/A | N/A

ChronoTech scientists discovered that dark matter can be fused for more energy than conventional matter, allowing for massive energy regeneration.
Use: Converts energy system to dark matter fusion, increasing energy regeneration by 1.
Passive: Increases energy regeneration by 12.

​Temporal Distortion Field
ChronoTech | 165 int | N/A | N/A

​ChonoTech's very name is legitimized by this portable and stable device for manipulating time around the bearer. Power armored units & returners are shielded from the effect.
Use: Movement and attack speed increased by 5% via networked temporal armor upgrade.
Passive: Slows movement and attack speed of nearby units by 25%.

Activator
Exosuit | 100 int | N/A | 200

ExoSuit piece which assembles all of the pieces into one and creates the Exosuit.

Belt
Exosuit | 100 int | N/A | 200

ExoSuit piece. Increases armor by 1.

Bionic Arm
Exosuit | 103 int | N/A | 200

ExoSuit piece. Increases agility by 5.
Also known for its use by Spencer

Bionic Leg
Exosuit | 100 int | N/A | 200

ExoSuit piece. Increases movement speed.

Exosuit
Special | 115 int | N/A | 1500

Increases agility by 12, armor by 3, vitality by 25, and movement speed. Prevents the hero from being injured.

Force Field Neutralizer
Special | N/A | N/A | N/A

This device was created by the scientist to help you defeat Nemesis. It uses huge bursts of energy to weaken the target's force field. Uses up to 500 of the user's energy in addition to draining any power plants in the vicinity.

Freeze Ray
Special | 115 int | 1500 | 750

Freezes target permanently. Drains its health, prevents reanimation, and causes a chill aura. Bosses and power armored units are only momentarily chilled. Uses 250 energy per shot. Higher intelligence allows this item to be used for as little as 100 energy per shot.

Fungal Remnants
Special | N/A | N/A | 1500

The radiation modified the genetic code of this fungus, causing it to grow rapidly and interfere with nanite-based systems. The last living remnants of the exterminated fungal colony are captured here.

Grenade Launcher
Special | 105 int | 1000 | 500

Launches a plasma grenade, dealing about 380 damage to all units in radius around target. Each shot requires 150 energy and 3 seconds to reload.

Droid Remote
Special | 135 int | 1500 | 750

Creates or deconstructs a Mini-Droid MkII. Droid must stay within range of the remote to remain active. Powering the remote decreases energy regeneration by 1. Uses 600 energy to create droid.

Riot Shield
Special | 130 int | 1500 | 750

Nano-polymer barrier provides an additional 10 points of armor and prevents the hero from being injured by frontal attacks. Can be extended to protect another officer, Robodog, or CPU too.

Storage Generator
Craftable | 115 int | N/A | 500

Increases maximum energy capacity by 250 and energy regeneration by 2.

Storage Generator MKII
Craftable | 135 int | N/A | 500

Increases maximum energy capacity by 500 and energy regeneration by 4.

Drug Replicator
ATME | 100 int | N/A | 2000

Increases energy storage capacity by 500 and regeneration by 2.
Can create buffouts, speeds or mentats by consuming 50, 160 or 250 energy respectively.

Also functions as a pill-pouch.

Exosuit There are six pieces of exosuit; two arms, two legs, the belt and activator.
Conduit
Special | N/A | N/A | N/A

(Hive map only)

Conduits spawn throughout the hive, in rooms or the graveyard, and each one drains two energy per second from reactors. When brought to a reactor, they'll be absorbed.
If the reactor is empty (or partially filled), it gives it 500 energy immediately, and a permanent boost to its generation.

If the reactor is full, it grants energy regeneration in a large area around it.

Chronotech items These can be used once, to imbue a small bonus on an officer, and passively provide great benefits.
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