Items & gear
Salvage is how you survive. Many stims and some gear turn up unidentified — use one to learn what it is, or scan it safely. Cursed gear locks its slot until cleansed. Below deck 26, gear comes graded: Mk II from deck 27, Mk III from deck 34, Mk IV from deck 41, Mk V from deck 48, Mk VI from deck 55, each grade adding about 40% of the item's base bonus.
Weapons
| Name | Stats | Effect | Notes | |
|---|---|---|---|---|
![]() | field welder | +2 power, cuts bulkheads | A weak welding tool. Cuts walls. Better than fists. | A repair torch that cuts crew and bulkhead alike. Your first honest weapon. |
![]() | plasma cutter | +4 power, cuts bulkheads | Superheated edge — sears, corrodes, cuts walls. | An industrial torch retuned for reach. It burns through the tough things the deck saves for last. |
![]() | rivet gun | +4 power, range 5, two-handed | Ranged (2H): 5-shot rivet magazine, recharges fast. | A construction tool that drives fasteners at lethal speed. Improvised, but it does the job. |
![]() | arc projector | +5 power, range 7, two-handed | Ranged (2H): long reach, stuns, 3 slow cells. | A capacitor weapon that jumps lightning between targets. The Armory's idea of crowd control. |
![]() | shock baton | +3 power | Discharges a stunning jolt on contact. | Security-issue stunstick. Rattles what it hits. |
![]() | rending claw | +3 power | Ragged blades that leave the target bleeding. | A hauler's cutting attachment, torn free and re-gripped. It leaves wounds that keep bleeding. |
![]() | mono-blade | +5 power | A monomolecular edge — pure cutting power. | A monomolecular edge that parts armour like cloth. Salvaged from an officer who no longer needed it. |
![]() | breaching maul | +8 power, two-handed, cuts bulkheads | Two-handed: crushing maul (+8 Pow, smashes walls, knocks foes back). | A boarding hammer built to stave in bulkheads — and, in a pinch, to open a wall you'd rather go through. |
![]() | bolt pistol | +3 power, range 4 | Ranged (1H): short-range bolt pistol. | A sidearm that throws mag-driven slugs. Reliable, quiet, and low on charge before you'd like. |
![]() | fusion lance | +7 power, range 8, two-handed | Ranged (2H): superheated lance — long reach, ignites, 2 slow cells. | Not a Armory design — something down here refined the arc projector's principle past what the crew ever shipped. |
![]() | singularity blade | +7 power | A blade that folds space at the edge — deeper cut than any mono-blade. | The edge doesn't just cut. It folds the space it touches, briefly, and closes the gap behind it. |
![]() | graviton hammer | +11 power, two-handed, cuts bulkheads | Two-handed: a hammer that bends gravity at the head (+11 Pow, smashes walls, knocks foes back). | A maul retooled by whoever — whatever — worked this deep. It doesn't swing so much as it arrives. |
Armour & implants
| Name | Stats | Effect | Notes | |
|---|---|---|---|---|
![]() | vacsuit liner | +1 defense | Body: pressure liner. Part of the vacsuit set. | |
![]() | combat plating | +3 defense | Body: heavy salvaged plate. | |
![]() | ablative weave | +2 defense | Body: sealed weave — resists bleed/rad/acid. | |
![]() | reactive vest | +2 defense | Body: reactive plates that blunt impacts. | |
![]() | salvage helm | +2 defense | Head: dented salvage helm. | |
![]() | targeting visor | +1 power | Head: targeting optics (+1 Pow, +crit chance). | |
![]() | vacsuit helm | +1 defense | Head: sealed helm. Completes the vacsuit set. | |
![]() | blast visor | +1 defense | Head: sealed visor — shrugs off DoT ticks. | |
![]() | reinforced gauntlets | +1 defense | Hand: reinforced gauntlet (+1 Def, resist stun). | |
![]() | servo gauntlets | +1 power | Hand: servo-assisted gauntlet (+1 Pow). | |
![]() | plated gauntlets | +2 defense | Hand: heavy plated gauntlet (+2 Def). | |
![]() | recon bracer | +1 defense, +10 evasion | Wrist: threat-scanner (+1 Def, +dodge). | |
![]() | kinetic bracer | +1 power | Wrist: kinetic bracer (+1 Pow, resist slow). | |
![]() | ablative bracer | +1 defense | Wrist: ablative bracer. Part of the ablative set. | |
![]() | mag boots | +1 defense | Feet: mag-locking boots (+1 Def). | |
![]() | servo boots | +1 power | Feet: servo-sprung boots (+1 Pow). | |
![]() | ablative greaves | +1 defense | Feet: ablative greaves. Part of the ablative set. | |
![]() | reflex booster | +1 power, +15 speed | Implant: wired reflexes (+1 Pow, +15 speed). | |
![]() | cortical shunt | +2 defense | Implant: subdermal plate (+2 Def). FUSES — permanent. | |
![]() | overclock core | +3 power | Implant: overclock core (+3 Pow) — irradiates you. | |
![]() | dermal plating | +2 defense | Implant: woven dermal plating (+2 Def). | |
![]() | targeting uplink | +2 power | Implant: targeting uplink (+2 Pow, +crit). | |
![]() | subdermal mesh | +1 defense | Implant: sealed mesh (+1 Def, resist DoT & corrosion). | |
![]() | unstable capacitor | +4 power | Implant: unstable capacitor (+4 Pow) — corrodes you while hull < 60%. | It holds far too much charge and wants, badly, to let go of all of it at once. |
![]() | void plate | +3 defense | Body: void-forged plate. Part of the void set. (+3 Def, resists DoT.) | Plating grown, not forged, in conditions the manifest has no entry for. It sheds heat, acid, and impact the same way. |
![]() | void visor | +1 defense | Head: void-forged visor. Completes the void set. (+1 Def, +crit.) | Paired with the plate it was grown alongside. Wearing one without the other feels like half a decision. |
![]() | neural uplink | +4 power | Implant: neural uplink (+4 Pow, +crit). | A targeting aid refined past the Armory's spec — clean, precise, and quietly better than anything upstream. |
![]() | singularity core | +6 power | Implant: singularity core (+6 Pow) — irradiates you the whole time it's in. | It answers the overclock core's question — how much power is too much — with an answer the crew never risked finding out. |
Consumables
| Name | Stats | Effect | Notes | |
|---|---|---|---|---|
![]() | med-stim canister | Restores 10 hull integrity (HP). | Field trauma foam in a one-shot injector. Standard crew issue; you'll find them where people fell. | |
![]() | trauma kit | Restores 22 hull integrity (HP). Stops bleeding. | A full surgical pack. Overkill for a scratch; a lifeline when the hull's caved. | |
![]() | power cell | Refills 150 reserve power. | A charged reserve slug. Feeds your suit's failing systems. | |
![]() | EMP charge | Fries + stuns the nearest hostile within 5 (12 dmg). | ||
![]() | incendiary flare | Ignites a radius-3 blast for 12 damage and sets targets burning (careful — it burns you too). | A burn-charge that turns a corridor into a wall of fire. Mind which side you're on. | |
![]() | stasis shard | Scrambles one targeted enemy for 10 turns. | A cracked stasis core. Whatever it touches forgets how to move for a while. | |
![]() | shield serum | Grants shielded for 12 turns. | Injectable defensive field. Buys you a few hits you had no right to survive. | |
![]() | combat stims | Grants hasted for 12 turns. | A cocktail that makes you faster and braver than is wise. | |
![]() | diagnostic scanner | Identifies carried salvage and reveals nearby hazards. | A crew tool that IDs your salvage and paints nearby traps. The one honest device left aboard. | |
![]() | data-log shard | A corrupted data-log. Read it to recover a fragment. | A corrupted crew log. Read it to recover a fragment of what happened here. | |
![]() | ship's black box | The flight recorder. Extracting it is worth scrip — and answers you may not want. | ||
![]() | antitox injector | Purges all active debuffs (bleed/rad/corrode/slow/stun). | Flushes engineered toxins and rot from your blood. Down here, you'll want it. | |
![]() | caustic serum | A volatile compound — corrodes and irradiates you. | Weaponised rot in a vial. Throw it; don't breathe it. | |
![]() | overloaded power cell | A power cell with an unstable regulator. | A cell packed past its rating. It is a grenade that pretends to be a battery. | |
![]() | keycard | A crew clearance card. The vaults it opens were sealed for reasons the logs make plain. | ||
![]() | cracked EMP charge | An EMP charge with a cracked casing — it backfires. | ||
![]() | kinetic slug | Launches at one enemy (range 6): 5 damage and hurls it 3 tiles back (into hazards, ideally). | ||
![]() | extended magazine | Permanently upgrades your weapon (+2 cells). | ||
![]() | focusing lens | Permanently upgrades your weapon (+2 range). | ||
![]() | power coupler | Permanently upgrades your weapon (+1 power). | ||
![]() | repair nanites | Repairs all worn gear to pristine — and scours any curse. | A swarm that knits torn plating from the inside. They don't ask what they're mending. |




























































