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[[File:RCCB Icon Fragmentation Grenade.png|100px]]<br>
A no-frills offensive option for a flat cost of 3AP. Damages enemies in a 2-tiles range. The only item along with Medicine that can be enhanced 9 times, from 40 to 130 damages and some transport capacity boost. Throwing range will be increased from 3 to 4 at level 6, and carrying capacity from 3 to 4 at level 2, to 5 at level 5 and to 6 at level 8. Slightly costly at 300 parts each.
 
The amount of damage caused by Trip Mines and Tracking Mines will be identical to the amount of damage caused by Fragmentation Grenades, so improving the grenades will also make the mines more effective. The damage of Incendiary Grenades and RC Bombs are also indexed on the damage of Fragmentation Grenades, but not identical.
Because most of the other damage items are crafted with these grenades, beware of suddenly running out of them when in the field. They are fortunately a rather common sight on orange tiles and as enemy drops.
===Trip Mine===
[[File:RCCB Icon Trip Mine.png|100px]]<br>
A 2-tiles trap detonating when an enemy steps on it. The most economical Damage item to use at only 2AP per deployment. Good for impending the advance of human enemies due to the Grounded status preventing further movement. Damage stay at 100 over The Trip Mine's damage is equal to the 3 upgradesdamage of Fragmentation Grenades, but capacity and range are enhanced independently along with a Fatigued effect reducing the APs of enemies.
Ally units cannot activate ally trip mines, and your Trip Mines can also be used to detonate enemy trip mines (though later this becomes be the job of the Autonomous Recon Vehicle). Trip Mines cannot be detonated by grenades, but placing an Equipment-type item on them will trigger them.
===Incendiary Grenade===
[[File:RCCB Icon Incendiary Grenade.png|100px]]<br>
A damage-over-time grenade causing a flat 80 % of the Fragmentation Grenades' damage for 2 turns, the second hit ignoring armor. After upgrade, inflicts bonus damage to enemies in Forest, Sandpile, Ruins, Building and Pillbox tiles, effectively punishing the use of cover, along with an added effect if the grenade detonates an explosive on the field.
===RC Bomb===
[[File:RCCB Icon RC Bomb.png|100px]]<br>
A remote-controlled mine with a flat 180 causing around 1.6× the Fragmentation Grenades' damage. Can only be detonated the next turn after placing it initially, but can be detonated immediately on the third upgrade. The initial radius is 3×3 but it can be enhanced to reach a full range of 3 tiles. Upgrading also adds armor piercing damage.
This is one of the few items that can only be made with a special non-craftable and non-farmable material, the Explosive Kit. Make each deployment count.
===Blood Grenade===
[[File:RCCB Icon Blood Grenade.png|100px]]<br>
The grenade variant of the Blood Bullet, unlocked quite late during Chapter 3 Act 8. Deals a flat 150 about 75% of the Blood Bullet's damage , ignoring ELID and Shrike armor and resistances, but most importantly inflicts Reverse Blood, making the most durable Shrike bosses squishier. The effect of Reverse Blood will increase from 200 to 400% at the third upgrade, effectively making it a portable Crimson Blister explosion.
===EMP Mine===
===Cruise Missile===
[[File:RCCB Icon Cruise Missile.png|100px]]<br>
Only unlocked near the end of the game in the last phase of The Final Fight I, this is the most powerful item in the game: for a measly 2 AP, you can deploy a missile initially dealing 600 damages that ignores armor on a three-tiles radius anywhere on the map. And it doesn't break stealth(but you can't use it for the last two phases of the final level). The first upgrade will up the damage to 900 and also make the cruise missile effective against force fields, while increasing carrying capacity to 10. The final upgrade increases damages to a whopping 1300, and additionally leaves a pool of Scalding Fuel for 2 turns in the area of effect, while increasing the carrying capacity to 15.
There's a catch, of course: each missile costs 8000 parts to produce, making it the costliest craftable item in the game. There is however a one-time cache of these items in [[Reverse Collapse: Code Name Bakery/Chapter 4#Dead End|Chapter 4, Dead End]].
[[File:RCCB Icon Smoke Grenade.png|100px]]<br>
Reduces the accuracy and evasion of humans and Shrikes caught in its 2-tiles radius by 10 to 20 for 1 turn. Works both for making enemies easier to hit and making them more likely to miss your units the next turn. Used as the crafting base for human and Shrike-centric function items.
 
The level of the Smoke Grenade will influence the effects of the Stun Grenade, the Flashbang and the Tear Gas Grenade.
===Stun Grenade===
[[File:RCCB Icon Stun Grenade.png|100px]]<br>
Inflicts a whopping 25 an evasion debuff on humans and Shrikes in a 2-tiles radius (3 at third upgrade) for 1 turn, between 20 and 30 points indexed on the Smoke Grenade's level. After upgrade, also inflicts Spotted, preventing enemies from using their concealment skills. Necessary to deal with the many endgame enemies equipped with optical camouflage.
Despite its name, this item does not inflict the Stunned effect, that's what the Flashbang is for.
Reduces attack and accuracy for humans and Shrikes in a 2-tiles radius, a good solution to weaken a dangerous enemy.
Attack reduction scales from 40 to 60% as it is enhanced, but while the accuracy debuff remains at 20goes from 15 to 25% depending on the Smoke Grenade's level. The effect initially lasts 1 turn, but is enhanced to 2 turns at first upgrades along with the addition of the Stunned effect preventing any action on the enemy's turn. At max upgrade, also halves the critical damage of the targets and adds Analyzed, preventing enemies from boosting their attack.
===Tear Gas Grenade===
[[File:RCCB Icon Tear Gas Grenade.png|100px]]<br>
Creates a fog lasting 2 turns applying the Exhausted effect, which inflicts 3025 to 35% damage at the end of the player's turn, indexed on the Smoke Grenade's level. Good option to finish off an enemy at low health.
The first upgrade adds the Untreatable effect preventing the target to replenish its health, and the max upgrade ups the damages taken to 40% if the enemy was at max health when entering the gas.
The Flashbang equivalent for mechs: reduces their attack by 40% initially (up to 60% at max upgrade) for 1 turn. Used as the crafting base for mech-centric function items.
There is some tradeoff when it comes to upgrading this item. Initially, it also decreases AP by 4 for 1 turn, which hampers both movement and attack options. At first upgrade, this effect is replaced by Grounded, only preventing the enemy from moving but not hampering its attack. At max upgrade, the Disarmed effect is added, leaving the enemy unable to move and use normal attacks (but it can still use its skills and traits). Upgrade is also beneficial for its effect on the Melt Bomb and Energy Drainer.
===Melt Bomb===
[[File:RCCB Icon Melt Bomb.png|100px]]<br>
Lowers the armor of a mech by a flat 50 30 to 80 pointsdepending on the EMP Grenade's level. The effect initially lasts only 1 turn, but is enhanced to 2 turns after upgrade. At max upgrade, also enhances the range from 2 to 3 tiles.
Mandatory to destroy the most heavily armored enemies such as the Jarilo and Diberg tanks.
===Energy Drainer===
[[File:RCCB Icon Energy Drainer.png|100px]]<br>
Drains a flat 40 between 30 and 60 energy points from an enemy mechdepending on the EMP Grenade's level, preventing them from using some of their traits (note that most mechs regain energy at the end of their turn). Initially a one-tile item, but becomes AoE after upgrade.
===Low-Frequency Acoustic Generator===
Within the area of effect, your units will travel for 1 less AP per tile (at a minimum cost of 1AP). Range is initially a 3×3 square, but is upgraded to a 3×5 rectangle and a 5×5 square after upgrades.
 
===Shrike Inhibitor===
[[File:RCCB Icon Shrike Inhibitor.png|100px]]<br>
Non-craftable item given at the start of the stealth phase of the final level. It functions like the Soporific Dart on the Shrike enemies in the level.
==Recovery==
Though other healing items as well as the soporific darts are crafted from this item, you're rarely at risk of running out due to Medicine being the cheapest item to produce along with the Smoke Grenade (at only 100 parts each), as well as a common sight on orange tiles and as enemy drops.
 
The effectiveness of the Medkit, Painkiller and Area Healing Orb are also indexed on the Medicine's healing power.
===Medkit===
[[File:RCCB Icon Medkit.png|100px]]<br>
The only item (excluding unique items and skills) capable of bringing a unit back from 0 HP. Will initially bring them to At level 1, heals the unit for 50 HP% of the Medicine's healing ability, upgradeable to then 80 % at level 2 and finally 110 HP while increasing carrying % at level 3. Carrying capacity grows from 2 to 4 and effective range from 3 to 5.
It is rather costly at 1000 parts each, but no matter your proficiency in the game, you ''will'' need it at some point.
===Painkiller===
[[File:RCCB Icon Painkiller.png|100px]]<br>
A more tactical way to recover HP, this item only gives back some HP at first, them then a bigger amount on the next turn. Can be applied to situations where you need a unit to be at full health to withstand an enemy attack, then heal immediately afterwards, such as when using a unit as bait during certain bosses.
HP recovered starts Indexation isn't linear, but expect around 66%+111% of the Medicine's healing power at 65level 1, 71%+105 HP up to 75133% at level 2, and 76%+155 HP160% at level 3, with plus an increase in carrying capacity from 2 to 4 and effective range from 4 to 6 after upgrade.
===Area Healing Orb===
[[File:RCCB Icon Area Healing Orb.png|100px]]<br>
An AoE healing option, starting at 90 HP % of the Medicine's healing power in a 3-tiles radius, then 110 HP % at first upgrade , and 130 HP % in a 4-tiles range at max level. First upgrade also adds the Antibodies effect reducing damage taken by 10% (20% at max upgrade). A tad costly at 600 parts each.
===Field Ration===
[[File:RCCB Icon Pill.png|100px]]<br>
A cheat recovery item usable on any tile of the whole map at no AP cost, curing the target of Critical Condition if it is down, restoring it at max health by way of 999 HP heal, and granting a boosted Antibodies effect reducing damage taken by 90% for the next turn.
 
In Casual² mode, a pill will be given at the start of most of the levels.
===Special Braised Pork===