DERELICT

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

NameStatsEffectNotes
field welderfield welder+2 power, cuts bulkheadsA weak welding tool. Cuts walls. Better than fists.A repair torch that cuts crew and bulkhead alike. Your first honest weapon.
plasma cutterplasma cutter+4 power, cuts bulkheadsSuperheated edge — sears, corrodes, cuts walls.An industrial torch retuned for reach. It burns through the tough things the deck saves for last.
rivet gunrivet gun+4 power, range 5, two-handedRanged (2H): 5-shot rivet magazine, recharges fast.A construction tool that drives fasteners at lethal speed. Improvised, but it does the job.
arc projectorarc projector+5 power, range 7, two-handedRanged (2H): long reach, stuns, 3 slow cells.A capacitor weapon that jumps lightning between targets. The Armory's idea of crowd control.
shock batonshock baton+3 powerDischarges a stunning jolt on contact.Security-issue stunstick. Rattles what it hits.
rending clawrending claw+3 powerRagged blades that leave the target bleeding.A hauler's cutting attachment, torn free and re-gripped. It leaves wounds that keep bleeding.
mono-blademono-blade+5 powerA monomolecular edge — pure cutting power.A monomolecular edge that parts armour like cloth. Salvaged from an officer who no longer needed it.
breaching maulbreaching maul+8 power, two-handed, cuts bulkheadsTwo-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 pistolbolt pistol+3 power, range 4Ranged (1H): short-range bolt pistol.A sidearm that throws mag-driven slugs. Reliable, quiet, and low on charge before you'd like.
fusion lancefusion lance+7 power, range 8, two-handedRanged (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 bladesingularity blade+7 powerA 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 hammergraviton hammer+11 power, two-handed, cuts bulkheadsTwo-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

NameStatsEffectNotes
vacsuit linervacsuit liner+1 defenseBody: pressure liner. Part of the vacsuit set.
combat platingcombat plating+3 defenseBody: heavy salvaged plate.
ablative weaveablative weave+2 defenseBody: sealed weave — resists bleed/rad/acid.
reactive vestreactive vest+2 defenseBody: reactive plates that blunt impacts.
salvage helmsalvage helm+2 defenseHead: dented salvage helm.
targeting visortargeting visor+1 powerHead: targeting optics (+1 Pow, +crit chance).
vacsuit helmvacsuit helm+1 defenseHead: sealed helm. Completes the vacsuit set.
blast visorblast visor+1 defenseHead: sealed visor — shrugs off DoT ticks.
reinforced gauntletsreinforced gauntlets+1 defenseHand: reinforced gauntlet (+1 Def, resist stun).
servo gauntletsservo gauntlets+1 powerHand: servo-assisted gauntlet (+1 Pow).
plated gauntletsplated gauntlets+2 defenseHand: heavy plated gauntlet (+2 Def).
recon bracerrecon bracer+1 defense, +10 evasionWrist: threat-scanner (+1 Def, +dodge).
kinetic bracerkinetic bracer+1 powerWrist: kinetic bracer (+1 Pow, resist slow).
ablative bracerablative bracer+1 defenseWrist: ablative bracer. Part of the ablative set.
mag bootsmag boots+1 defenseFeet: mag-locking boots (+1 Def).
servo bootsservo boots+1 powerFeet: servo-sprung boots (+1 Pow).
ablative greavesablative greaves+1 defenseFeet: ablative greaves. Part of the ablative set.
reflex boosterreflex booster+1 power, +15 speedImplant: wired reflexes (+1 Pow, +15 speed).
cortical shuntcortical shunt+2 defenseImplant: subdermal plate (+2 Def). FUSES — permanent.
overclock coreoverclock core+3 powerImplant: overclock core (+3 Pow) — irradiates you.
dermal platingdermal plating+2 defenseImplant: woven dermal plating (+2 Def).
targeting uplinktargeting uplink+2 powerImplant: targeting uplink (+2 Pow, +crit).
subdermal meshsubdermal mesh+1 defenseImplant: sealed mesh (+1 Def, resist DoT & corrosion).
unstable capacitorunstable capacitor+4 powerImplant: 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 platevoid plate+3 defenseBody: 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 visorvoid visor+1 defenseHead: 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 uplinkneural uplink+4 powerImplant: neural uplink (+4 Pow, +crit).A targeting aid refined past the Armory's spec — clean, precise, and quietly better than anything upstream.
singularity coresingularity core+6 powerImplant: 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

NameStatsEffectNotes
med-stim canistermed-stim canisterRestores 10 hull integrity (HP).Field trauma foam in a one-shot injector. Standard crew issue; you'll find them where people fell.
trauma kittrauma kitRestores 22 hull integrity (HP). Stops bleeding.A full surgical pack. Overkill for a scratch; a lifeline when the hull's caved.
power cellpower cellRefills 150 reserve power.A charged reserve slug. Feeds your suit's failing systems.
EMP chargeEMP chargeFries + stuns the nearest hostile within 5 (12 dmg).
incendiary flareincendiary flareIgnites 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 shardstasis shardScrambles one targeted enemy for 10 turns.A cracked stasis core. Whatever it touches forgets how to move for a while.
shield serumshield serumGrants shielded for 12 turns.Injectable defensive field. Buys you a few hits you had no right to survive.
combat stimscombat stimsGrants hasted for 12 turns.A cocktail that makes you faster and braver than is wise.
diagnostic scannerdiagnostic scannerIdentifies 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 sharddata-log shardA 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 boxship's black boxThe flight recorder. Extracting it is worth scrip — and answers you may not want.
antitox injectorantitox injectorPurges all active debuffs (bleed/rad/corrode/slow/stun).Flushes engineered toxins and rot from your blood. Down here, you'll want it.
caustic serumcaustic serumA volatile compound — corrodes and irradiates you.Weaponised rot in a vial. Throw it; don't breathe it.
overloaded power celloverloaded power cellA power cell with an unstable regulator.A cell packed past its rating. It is a grenade that pretends to be a battery.
keycardkeycardA crew clearance card. The vaults it opens were sealed for reasons the logs make plain.
cracked EMP chargecracked EMP chargeAn EMP charge with a cracked casing — it backfires.
kinetic slugkinetic slugLaunches at one enemy (range 6): 5 damage and hurls it 3 tiles back (into hazards, ideally).
extended magazineextended magazinePermanently upgrades your weapon (+2 cells).
focusing lensfocusing lensPermanently upgrades your weapon (+2 range).
power couplerpower couplerPermanently upgrades your weapon (+1 power).
repair nanitesrepair nanitesRepairs 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.