external image swat_1280x1024%5B1%5D.jpgThese items have int requirements and are always found in silver crates. Items with prices can be bought at the Lab or an ABM. ABM's require 2 reactors to be online before they can be active for buying and selling. All of these items (with the exception of the design plan items) can be duplicated by a Hero with the Engineering trait with sufficient white intelligence, so allow him to do so first if he needs them.


Storage Cellsexternal image item-cell.jpg

    • Storage Cell: +250e, 103 int, 500 credits
    • Storage Duo-Cell: +500e, 115int
  • It's a good idea to pass this item to the characters that need high energy capacity such as the tank, then the Medic, and then the Demo. Since these items are common throughout the game, they end up on the lower intelligence classes late game since better items are available for the Tank, Medic and the Demo.
  • This item should be distributed to the Medic (1-2 max should be carried by the Medic), the tank if he has sufficient intelligence (i.e. Borg, Demo or Gadgeteer) or to the Demo for BioChem.
  • The Classes that will be able to use Storage Duo-Cells include the Psychologist (level 6), Medic (level 5), Tactician (level 8), Cyborg (level 18), Demolitions (level 25), Tech Ops (level 28-35 depending on rank), and all others (level 50).


Micro-fusion Generatorsexternal image item-mfg.jpg

    • Micro-fusion Generator: +33% regen (+2eps), 103 int, 500 credits
    • Micro-fusion Generator Plus: +50% regen (+3eps), 120 int
  • The Micro-Fusion Generator (MFG or micro or gen) should be given first to Pyros and Cyborgs, then Demos, Medics and tanks.
  • Cyborgs can integrate micros via Cluster Rockets so make sure that any needed duplicates are made before the Cyborg does so. Cyborgs should not integrate micros unless they have no space left in their inventory and need an extra slot. Also, make sure that at least one real micro is in the party for reduplication purposes.
  • The Micro-Fusion Generator Plus (MFG+) should be distributed to most high intelligence classes and whoever needs and can use them by order of energy priority.
  • The MFG+ cannot be integrated and is not used for design plans items.
  • Classes that will reach the 120 intelligence necessary to use this item include the Psychologist (level 13), the Medic (level 10), Demolitions (level 37), the Cyborg (level 26), Tech Ops (level 38-46 depending on rank), and the Tactician (level 15).


Rapid Reloadsexternal image item-rapid.jpg

    • Rapid Reload: +25% attack speed aura, 105 int
    • Rapid Reload MkII: +45% attack speed aura, 130 int
    • Rapid Reload MkIII: +65% attack speed aura, 150 int
  • Rapid reloads affect the user and adjacent (144 range) allies. Each Rapid Reload has a unique aura, so all 3 can be stacked in a tight team for +135% to everyone.
  • Due to the high intelligence requirement for the Mk2 and Mk3 versions, most non-assault rifle classes are unable to use them without intelligence boosts.
  • Classes able to use the Mk2 version include the Psychologist (level 25), Medic (level 20), Tactician (level 29), and the Cyborg (level 42). Classes able to use the Mk3 version include the Medic (level 40) and the Psychologist (level 50 or lower depending on Clarity).
  • The Mk2 and Mk3 versions are great for LAD fusion to increase the efficiency of the Bozar.


Vestsexternal image item-combat.jpg

Players cannot carry more than one vest at a time.
    • Kevlar Vest: +2 Armor, 2% chance to absorb minor blows.
    • Combat Vest: +6 Armor, 5% chance to absorb minor blows, 110 int
    • Combat Vest MkII: +12 Armor, 7% chance to absorb minor blows, 120 int
    • Combat Vest MkIII: +25 Armor, 10% chance to absorb minor blows, 150 int
  • Vests go out to the Tank first, then given out based on players proximity to the Mob and the Tank. Characters who are closer to the Tank (usually the Tactician who is utilizing Weakpoint, the Pyrotechnician who is controlling the Mob, the Sniper who is dodging hits, and any chain-guns) have a higher likely hood of getting hit.
  • Classes able to use the Mk2 version include the Psychologist (level 13), the Medic (level 10), Demolitions (level 37), the Cyborg (level 26), Tech Ops (level 39-46 depending on rank), and the Tactician (level 15). Classes able to use the Mk3 version include the Psychologist (level 50 or less depending on how many skill pints are put into Mental Clarity) and the Medic (level 40).
Note: Only the Aegis vest can absorb boss blows.


external image tomeblue.gifDesign Plans

These items are found in metal crates, and are used to construct items. Each set of Design Plans will list its required components, including one random circuit board. It is possible that all constructed items will use the same board color. There is no intelligence requirement to create the items, and the Lab Locker can be used for this process for players of rank 6 or higher.

Storage Generatorsexternal image item-storgen.jpg

These items are created using Design Plans.
    • Storage Generator: 1 Storage Cell, 1 Microfusion Generator, 1 Circuit Board
      +250e, +33% regen (+2eps), 115 int
    • Storage Generator MkII: 2 Storage Cells, 2 Microfusion Generators, 1 Circuit Board
      +500e, +66% regen (+4eps), 135 int
  • Classes that will have the sufficient intelligence to use the Mk2 version include the Psychologist (level 31), the Medic (level 25), the Cyborg (level 50), and the Tactician (level 36).


Microfusion Generator MkII external image item-mfg2.jpg

This item is created using Design Plans.
    • Microfusion Generator MkII: 3 Microfusion Generators, 1 Circuit Board
      +99% regen (+6eps), 135 int
  • Classes that will reach the 135 intelligence necessary to use this item include the Psychologist (level 31), the Medic (level 25), the Cyborg (level 50), and the Tactician (level 36).


Tesla Vestsexternal image item-tesla.jpg

These items are created using Design Plans. Players cannot hold more than one vest at a time.
    • Tesla Vest: 2 Microfusion Generators, 1 Combat Vest, 1 Circuit Board
      +6 Armor, +66% regen (+4eps), 130 int
    • Tesla Vest MkII: 3 Microfusion Generators, 1 Combat Vest MkII, 1 Circuit Board
      +12 Armor, +99% regen (+6eps), 150 int
  • Classes that will be able to use the Mk1 version include The Psychologist (level 25), the Medic (level 20), the Tactician (level 29), and the Cyborg (level 42). Classes able to use the Mk2 version include the Psychologist (level 50 or less depending on how many skill points are put into Mental Clarity) and the Medic (level 10).
  • These vests cannot be integrated by a Survivalist Hero.