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|-
|-
|Scope || +5% aim || §80 || Weapon Optics
|Scope || +5% aim || §80 || Weapon Optics
|}
===Ammo===
{| class="wikitable"
!Item !! Effects !! Cost !! Required Assembly Project
|-
|Dragon Rounds || +1 damage, chance for Burning effect || §90 || Sacred Coil Fire Gear
|-
|Talon Rounds || +20% crit chance, +1 damage for critical hits || §90 || Progeny Equipment
|-
|Venom Rounds || +1 damage, chance for Poison effect|| §90 || Gray Phoenix Gear
|-
|Tracer Rounds || +5 aim || §75 || none
|-
|Tranq Rounds || Render targets Unconscious rather than dead || §50 || none
|}
|}


Line 70: Line 55:
|-
|-
|Extra Padding || +1 HP || §60 || Modular Armor
|Extra Padding || +1 HP || §60 || Modular Armor
|-
|Hellweave || 2-4 damage reflected to melee enemy|| §70 || Gray Phoenix Equipment
|-
|-
|Infiltrator Weave || Grants Adaptable ability (Breach through vents)|| §35 || Modular Armor
|Infiltrator Weave || Grants Adaptable ability (Breach through vents)|| §35 || Modular Armor
Line 78: Line 61:
|-
|-
|Mindshield || Immunity to negative mental effects (Disorientation, Stun, Panic, Mind Control) || §80 || Progeny Equipment
|Mindshield || Immunity to negative mental effects (Disorientation, Stun, Panic, Mind Control) || §80 || Progeny Equipment
|-
|Hellweave || 2-4 damage reflected to melee enemy|| §70 || Gray Phoenix Equipment
|-
|-
|Regen Weave || +2 HP regeneration each turn || §80 || Gray Phoenix Equipment
|Regen Weave || +2 HP regeneration each turn || §80 || Gray Phoenix Equipment
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|}
|}


===Miscellaneous===
===Utility items: Ammo===
{| class="wikitable"
{| class="wikitable"
!Item !! Effects !! Cost !! Required Assembly Project
!Item !! Effects !! Cost !! Required Assembly Project
|-
|-
|Overdrive Serum || +2 mobility, +3 armor || §100 || Gray Phoenix Equipment
|Tracer Rounds || +5 aim || §75 || none
|-
|-
|Kinetic Screen || Blocks the next damaging attack || §75 || Sacred Coil Equipment
|Tranq Rounds || Render targets Unconscious rather than dead || §50 || none
|-
|-
|Relocation disc || Teleport to nearby location unless Rooted || §100 || Progeny Equipment
|Talon Rounds || +20% crit chance, +1 damage for critical hits || §90 || Progeny Equipment
|-
|-
|Medikit || +4 HP, removes Burning, Acid, Poison || §30 || none
|Venom Rounds || +1 damage, chance for Poison effect|| §90 || Gray Phoenix Gear
|-
|-
|Nanomedikit || +6 HP, removes Burning, Acid, Poison || §30 || Improved Medikits
|Dragon Rounds || +1 damage, chance for Burning effect || §90 || Sacred Coil Fire Gear
|}
|}


===Grenades===
===Utility items: Grenades===
{| class="wikitable"
{| class="wikitable"
!Grenade !! Effects !! Cost !! Required Assembly Project
!Grenade !! Effects !! Cost !! Required Assembly Project
|-
|Cease Fire Grenade || Weapon Disabled area effect || §35 || none
|-
|Flashbang Grenade || Disoriented area effect || §50 || none
|-
|Smoke Grenade || Shrouded area effect || §40 || none
|-
|Lift Grenade || Levitation area effect || §75 || Progeny Psi Grenades
|-
|Turncoat Grenade || Berserk area effect || §90 || Progeny Psi Grenades
|-
|Gas Grenade || Poison area effect || §80 ||Gray Phoenix Poison Gear
|-
|-
|Bubble Grenade || Stasis area effect || §75 || Sacred Coil Equipment
|Bubble Grenade || Stasis area effect || §75 || Sacred Coil Equipment
|-
|-
|Incendiary Grenade || Burning area effect || §80 || Sacred Coil Fire Gear
|Incendiary Grenade || Burning area effect || §80 || Sacred Coil Fire Gear
|}
===Utility items: Miscellaneous===
{| class="wikitable"
!Item !! Effects !! Cost !! Required Assembly Project
|-
|-
|Gas Grenade || Poison area effect || §80 ||Gray Phoenix Poison Gear
|Medikit || +4 HP, removes Burning, Acid, Poison || §30 || none
|-
|-
|Lift Grenade || Levitation area effect || §75 || Progeny Psi Grenades
|Nanomedikit || +6 HP, removes Burning, Acid, Poison || §30 || Improved Medikits
|-
|-
|Turncoat Grenade || Berserk area effect || §90 || Progeny Psi Grenades
|Relocation disc || Teleport to nearby location unless Rooted || §100 || Progeny Equipment
|-
|-
|Cease Fire Grenade || Weapon Disabled area effect || §35 || none
|Overdrive Serum || +2 mobility, +3 armor || §100 || Gray Phoenix Equipment
|-
|-
|Flashbang Grenade || Disoriented area effect || §50 || none
|Kinetic Screen || Blocks the next damaging attack || §75 || Sacred Coil Equipment
|-
|Smoke Grenade || Shrouded area effect || §40 || none
|}
|}


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{| class="wikitable"
{| class="wikitable"
!Breach Item !! Effects !! Cost !! Required Assembly Project
!Breach Item !! Effects !! Cost !! Required Assembly Project
|-
|Auto Key Card || Grants breach access through security door. || §50 || none
|-
|Breaching Charge || Destroys walls to create new breach point. || §50 || none
|-
|-
|Cease Fire Bomb || Disables hostile weapons at this breach point. || §70 || Breach Explosives
|Cease Fire Bomb || Disables hostile weapons at this breach point. || §70 || Breach Explosives
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|-
|-
|Smoke Bomb || Reduces hostile damage at this breach point. || §55 || Breach Explosives
|Smoke Bomb || Reduces hostile damage at this breach point. || §55 || Breach Explosives
|-
|Holo Scanner || Holo target all enemies at this breach point. || §60 || Breach Tactical Equipment
|-
|-
|MediPatch || +2 HP healing at this breach point. || §75 || Breach Tactical Equipment
|MediPatch || +2 HP healing at this breach point. || §75 || Breach Tactical Equipment
|-
|Holo Scanner || Holo target all enemies at this breach point. || §60 || Breach Tactical Equipment
|-
|-
|Target Analyzer || +50% crit chance at this breach point. || §60 ||  Breach Tactical Equipment
|Target Analyzer || +50% crit chance at this breach point. || §60 ||  Breach Tactical Equipment
|-
|Auto Key Card || Grants breach access through security door. || §50 || none
|-
|Breaching Charge || Destroys walls to create new breach point. || §50 || none
|}
|}



Latest revision as of 13:20, 17 September 2024

Supply serves as Engineering. It displays items available to purchase with credits. Supply expands its list of available offerings as you complete Assembly projects. The view can be switched to Inventory, allowing viewing of all non-equipped items.

Supply Items

Only the items listed here are available for buying with Credits. There are other items and Epic Weapons, which can only be acquired via Scavenger Market or as Mission rewards.

Weapon Upgrades

Weapon Upgrade Effects Cost Required Assembly Project
Enhanced AR +1 damage for Assault Rifles §130 Enhanced Assault Rifles
Enhanced Pistol +1 damage for Pistols §125 Enhanced Pistols
Enhanced SMG +1 damage for Submachine Guns §150 Enhanced Submachine Guns
Enhanced Shotgun +1 damage for Shotguns §155 Enhanced Shotguns
Mastercrafted AR +1 damage for Assault Rifles, Shredder ability §180 Mastercrafted Assault Rifles
Mastercrafted Pistols +1 damage for Pistols, Shredder ability §175 Mastercrafted Pistols
Mastercrafted SMG +1 damage for Submachine Guns, Shredder ability §190 Mastercrafted Submachine Guns
Mastercrafted Shotguns +1 damage for Shotguns, Shredder ability §200 Mastercrafted Shotguns

Weapon Mods

Item Effects Cost Required Assembly Project
Auto-Loader No action cost for 1st reload §40 Modular Weapons
Expanded Magazine +1 clip size §55 Modular Weapons
Stock 1 damage for missed shots §60 Modular Weapons
Laser Sight +5% critical chance, improves with proximity §75 Weapon Optics
Scope +5% aim §80 Weapon Optics

Armor Upgrades

Armor Upgrade Effects Cost Required Assembly Project
Enhanced Armor Upgrade All armor: +2 HP, +1 Utility item slot §200 Enhanced Armor
Mastercrafted Armor Upgrade All armor: +1 HP, +1 Armor §300 Mastercrafted Armor

Armor Mods

Item Effects Cost Required Assembly Project
Extra Padding +1 HP §60 Modular Armor
Infiltrator Weave Grants Adaptable ability (Breach through vents) §35 Modular Armor
Mach Weave +30 Dodge §60 Modular Armor
Mindshield Immunity to negative mental effects (Disorientation, Stun, Panic, Mind Control) §80 Progeny Equipment
Hellweave 2-4 damage reflected to melee enemy §70 Gray Phoenix Equipment
Regen Weave +2 HP regeneration each turn §80 Gray Phoenix Equipment
Bubble Weave Grants Stasis effect instead of Bleeding Out §75 Sacred Coil Equipment

Utility items: Ammo

Item Effects Cost Required Assembly Project
Tracer Rounds +5 aim §75 none
Tranq Rounds Render targets Unconscious rather than dead §50 none
Talon Rounds +20% crit chance, +1 damage for critical hits §90 Progeny Equipment
Venom Rounds +1 damage, chance for Poison effect §90 Gray Phoenix Gear
Dragon Rounds +1 damage, chance for Burning effect §90 Sacred Coil Fire Gear

Utility items: Grenades

Grenade Effects Cost Required Assembly Project
Cease Fire Grenade Weapon Disabled area effect §35 none
Flashbang Grenade Disoriented area effect §50 none
Smoke Grenade Shrouded area effect §40 none
Lift Grenade Levitation area effect §75 Progeny Psi Grenades
Turncoat Grenade Berserk area effect §90 Progeny Psi Grenades
Gas Grenade Poison area effect §80 Gray Phoenix Poison Gear
Bubble Grenade Stasis area effect §75 Sacred Coil Equipment
Incendiary Grenade Burning area effect §80 Sacred Coil Fire Gear

Utility items: Miscellaneous

Item Effects Cost Required Assembly Project
Medikit +4 HP, removes Burning, Acid, Poison §30 none
Nanomedikit +6 HP, removes Burning, Acid, Poison §30 Improved Medikits
Relocation disc Teleport to nearby location unless Rooted §100 Progeny Equipment
Overdrive Serum +2 mobility, +3 armor §100 Gray Phoenix Equipment
Kinetic Screen Blocks the next damaging attack §75 Sacred Coil Equipment

Breach

Breach Item Effects Cost Required Assembly Project
Auto Key Card Grants breach access through security door. §50 none
Breaching Charge Destroys walls to create new breach point. §50 none
Cease Fire Bomb Disables hostile weapons at this breach point. §70 Breach Explosives
Flash Bomb Disorients all enemies in the room. §55 Breach Explosives
Smoke Bomb Reduces hostile damage at this breach point. §55 Breach Explosives
Holo Scanner Holo target all enemies at this breach point. §60 Breach Tactical Equipment
MediPatch +2 HP healing at this breach point. §75 Breach Tactical Equipment
Target Analyzer +50% crit chance at this breach point. §60 Breach Tactical Equipment

Androids

Android Item Slot Effects Cost Required Assembly Project
Android N/A Reinforcement unit if an agent is downed. §150 Android Personnel
Lidar Mk I Vision +8% Aim §25 Enhanced Android Processing
Lidar Mk II Vision +15% Aim §40 Perfected Android Processing
Tactical ASIC Mk I Processor +1 Dodge §20 Enhanced Android Processing
Tactical ASIC Mk II Processor +2 Dodge §35 Perfected Android Processing
Quadcore GPU Processor +10% Crit chance §25 Enhanced Android Processing
Octacore GPU Processor +18% Crit chance §40 Perfected Android Processing
Ballistic Foam Lining Chassis +2 HP §20 Modular Androids
Impact Gel Lining Chassis +2 HP, +1 Armor §35 Perfected Android Mechanics
Polymer Sheathing Chassis +2 HP, +2 Armor §40 Modular Androids
Titanium Sheathing Chassis +2 HP, +3 Armor §50 Perfected Android Mechanics
Servoharness Mk I Motor +1 Mobility §25 Modular Androids
Servoharness Mk II Motor +2 Mobility §35 Perfected Android Mechanics