Gadgets

Gadgets are unique items that may either have passive or active use. Some gadgets are buffs and debuffs, and some deal direct damage to opponents. Gadgets allow players to fine-tune their strategy to take advantage in battle.

Active Use Gadgets

The below table indicates what each active gadget does, including how many targets are affected and if the effect can be used more than once per turn.

All active use gadgets can be used in either the main or starting room, as players will determine in the placement screen.

For active gadgets, all effects can be used more than once but some may not stack in the same turn.

Name
Description
Target Scope
Stackable Effect

Medkit

Regenerate 150 Health Points

Single, Self

Yes

Barricade

Block 150 points of Regular Damage

Room

Yes

Flashbang

Stun enemies for 1 turn

Room

No

Smoke

Prevent incoming enemy basic attacks for 1 turn

Room

No

Frag

Deal 60 Area of Effect Damage

Room

Yes

Decoy

Decrease enemy accuracy by 35

Room

Yes

Surge Grenade

Chaining AoE damage effect; 25 base damage, multiplied by the number of opponents in the room

Room

Yes

Blowback Grenade

Emits a powerful blast that sends the foremost operator on each team to the back of the formation

Room

Yes

Doomsday Device

Deals explosive damage to all Operators in the room (including holder and allies)

Room

Yes

Dead Man's Glitch

When the holder dies, Stun all enemies and decrease their accuracy by 35

Room

Yes

Artificial Ally

Creates a hologram based on the surrounding allies. The fewer the allies, the more believable the hologram. 200 health, divided by the number of allies. Susceptible to both basic and explosive damage.

Room

Yes

Corrosive Dart

Decrease the target's Defense by an amount equal to the user’s Speed.

Single

Yes

Passive Gadgets

Passive gadgets are mostly buffs for the team or the individual equipped with the gadget. In the below table, a "Room" cell is added to indicate which room a passive gadget may take effect in.

Name
Description
Room
Target Scope
Stackable Effect

C4

Deal 50 Area of Effect Damage

Main

Room

Yes

Stun Trap

Trigger a 1 turn Area of Effect stun on enemies

Main

Room

No

Stim Pack

Increase Speed by 8

-

Single, Self

Yes

Kevlar Jacket

Increase Defense by 12

-

Single, Self

Yes

Flak Jacket

Increase Explosive Resist by 30%

-

Team

Yes

Stock

Increase Accuracy by 30

-

Single, Self

Yes

Armor Piercing Bullets

Increase Damage by 15

-

Single, Self

Yes

Tac Mask

+1 Immunity Count (whole team); each count can ignore a Stun/Smoke/Decoy

-

Single, Team

C4 and Stun Trap will trigger one turn after the first round of opponents rotates to Main. All enemy operators in the Main Room at the start of the next turn will be effected by the trigger.

C4 will not be activated if the operator using it dies. An operator must be alive to pull the trigger!

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