Room reference header

From Cyber Knights: Flashpoint Wiki

Here is a reference table for all room types. (The table is automatically extracted from game files and uploaded by the dev team)

Safehouse Modules[edit | edit source]

Barracks[edit | edit source]

The Barracks provides a rec room, training grounds and sleeping quarters for the mercenary team. Upgrading the Barracks will increase the maximum team size and allow for more recruits.

Module Name Level Cost Build Turns Power Needed Cryo Needed Pollution Maximum Characters
Barracks 1 $20K 6 Hours 1 0 0 8
Barracks 2 $40K 4 Days 2 0 0 9
Barracks 3 $100K 4 Days 2 1 0 10
Barracks 4 $100K 5 Days 3 1 0 11
Barracks 5 $200K 5 Days 4 2 0 12
Barracks 6 $200K 6 Days 5 3 0 13
Barracks 7 $500K 6 Days 5 4 0 14
Barracks 8 $1M 8 Days 5 5 0 15
Barracks 9 $1.50M 8 Days 5 5 0 16
Barracks 10 $3M 10 Days 5 5 0 17
Barracks 11 $6M 10 Days 5 5 0 18


NanoFab[edit | edit source]

The NanoFab is purpose-built to support a set of nano-crafting benches capable of fabricating custom-made equipment for the mercenary team. Powered by the latest in nanotechnology and consuming Nano-Bearing Substrate (NBS) Cubes as their raw material, these benches can fabricate anything from the deadliest weapons to the most resilient armors, assuming you can find the Blueprints. Weapon and Armor benches allow multiple blueprints to influence the crafting process, the maximum number of which is set by your Cold Storage module.

Module Name Level Cost Build Turns Power Needed Cryo Needed Pollution Bench Cost Bench Count Bench Build Time
NanoFab 1 $250K 8 Days 1 1 8 $75K 1 3 Days
NanoFab 2 $500K 9 Days 2 1 16 $150K 2 6 Days
NanoFab 3 $1M 10 Days 3 2 24 $300K 3 7 Days
NanoFab 4 $1.50M 11 Days 3 3 30 $450K 4 7 Days
NanoFab 5 $3M 12 Days 4 4 36 $600K 4 8 Days
NanoFab 6 $6M 12 Days 4 5 42 $1.20M 5 10 Days


Cold Storage[edit | edit source]

The Cold Storage module provides a system capable of holding quantum data and manufacturing blueprint matrices. It is here that the team stores stolen digital goods and can offer them to interested buyers. Integrated into the Cold Storage module is a Cryopump which provides cooling for the quantum data pool and can be piped to other modules in the safehouse. Upgrading the Cold Storage raises the maximum CryoPump level for other modules and raises the maximum restrictions for NanoFab Blueprint crafting and File Set creation.

Module Name Level Cost Build Turns Power Needed Cryo Needed Pollution Cryo Pump Max File Set Max Size Blueprint Craft Max
Cold Storage 1 $20K 3 Days 1 0 0 2 2 1
Cold Storage 2 $40K 4 Days 2 1 4 3 3 2
Cold Storage 3 $100K 4 Days 2 2 6 3 3 3
Cold Storage 4 $100K 5 Days 3 2 8 4 3 4
Cold Storage 5 $200K 5 Days 3 3 10 4 4 4
Cold Storage 6 $200K 8 Days 4 3 14 4 4 5
Cold Storage 7 $500K 8 Days 4 3 18 4 5 5
Cold Storage 8 $1M 12 Days 5 4 22 5 5 5
Cold Storage 9 $1.50M 12 Days 5 4 26 6 5 5


Nano Scrubber[edit | edit source]

Constructed with advanced nano-collection meshes and micro-particle filtration technologies, the Nano Scrubber cleans dangerous nano-pollution out of the team's safehouse. Self-repairing and self-contained, a Nano Scrubber works day and night, breaking down toxic agents into harmless compounds to keep the environment livable. Its noisy operation and incredible energy consumption make it an unpleasant, but critical, part of an advanced Cyber Knight's base.

Module Name Level Cost Build Turns Power Needed Cryo Needed Pollution Removed
Nano-Scrubber 1 $20K 4 Days 1 0 -10
Nano-Scrubber 2 $40K 4 Days 2 0 -24
Nano-Scrubber 3 $100K 5 Days 3 0 -36
Nano-Scrubber 4 $100K 5 Days 3 1 -48
Nano-Scrubber 5 $200K 6 Days 4 1 -60
Nano-Scrubber 6 $200K 6 Days 4 2 -72
Nano-Scrubber 7 $500K 7 Days 5 3 -84
Nano-Scrubber 8 $1M 7 Days 5 4 -96
Nano-Scrubber 9 $1.50M 7 Days 5 4 -108
Nano-Scrubber 10 $3M 7 Days 5 5 -112
Nano-Scrubber 11 $3M 8 Days 6 5 -128
Nano-Scrubber 12 $6M 9 Days 6 5 -146
Nano-Scrubber 13 $6M 10 Days 6 6 -164
Nano-Scrubber 14 $10M 12 Days 7 6 -182
Nano-Scrubber 15 $10M 14 Days 7 6 -200
Nano-Scrubber 16 $10M 21 Days 7 6 -218
Nano-Scrubber 17 $10M 30 Days 7 6 -240
Nano-Scrubber 18 $10M 30 Days 7 6 -256


Hacking Station[edit | edit source]

The Hacking Station is equipped with quantum computing cores and stealth signal transceivers that offer obfuscated access to the net's most guarded hosts. From here your hacker can gain Leverages on missions involving hacking by gathering intel on network layouts, precomputing advantageous software routines and manipulating the hosts targeted by those missions.

The Tokens granted by the Hacking Station can be traded to gain Leverages on missions involving hacks.

Module Name Level Cost Build Turns Power Needed Cryo Needed Pollution Max Tokens Time To Generate Token Token Level
Hacking Station 1 $40K 4 Days 1 0 2 2 10 Days 1
Hacking Station 2 $100K 6 Days 2 1 4 3 8 Days and 12 Hours 2
Hacking Station 3 $200K 8 Days 3 2 6 3 7 Days 3
Hacking Station 4 $500K 10 Days 4 3 8 4 6 Days 4
Hacking Station 5 $1M 12 Days 5 3 12 5 5 Days 5
Hacking Station 6 $1.50M 14 Days 5 4 15 6 4 Days and 18 Hours 5
Hacking Station 7 $3M 16 Days 5 5 18 7 4 Days and 12 Hours 5
Hacking Station 8 $6M 18 Days 6 5 21 8 4 Days and 6 Hours 5
Hacking Station 9 $10M 20 Days 7 6 24 9 4 Days 5


Simstream Trainer[edit | edit source]

The SimStream Trainer provides quantum simulation technology so lifelike it goes far beyond normal training. The Trainer's immersive SimStream pods allow mercenaries to relive a mission through the Cyber Knight's quantum recordings, therefore gaining on-the-job training from the safety of the safehouse. While a mercenary is in the SimStream Trainer, they gain a portion of the Experience gained when the team completes a mission. Upgrading the module allows for more concurrent training experiences and increases the percentage of Experience acquired by the trainee.

The Tokens granted by the SimStream Trainer can be used to respec your mercs from the roster in the Barracks.

Module Name Level Cost Build Turns Power Needed Cryo Needed Pollution Bench Cost Bench Count Bench Type Bench Build Time Bench Duration
Simstream Trainer 1 $40K 6 Days 1 2 0 $20K 1 Training Bench (60%) 2 Days 7 Days
Simstream Trainer 2 $100K 9 Days 1 3 0 $25K 1 Training Bench (75%) 2 Days 8 Days
Simstream Trainer 3 $200K 12 Days 2 3 0 $50K 2 Training Bench (80%) 4 Days 8 Days
Simstream Trainer 4 $500K 15 Days 2 4 0 $125K 2 Training Bench (85%) 4 Days 9 Days
Simstream Trainer 5 $1M 18 Days 3 5 0 $200K 3 Training Bench (90%) 5 Days 10 Days
Simstream Trainer 6 $1.50M 21 Days 4 5 0 $300K 3 Training Bench (92%) 5 Days 10 Days


SafehouseModule.ClassName.8[edit | edit source]

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Safehouse HQ[edit | edit source]

The heart of a Cyber Knight's hidden base, the Command HQ enables the team to plan and execute missions. The HQ provides a secured channel integrated with the Cyber Knight's Quantum Rider to ensure confidential communications with your employers. The Command HQ also provides a command and control system for upgrading the safehouse and contains the nanobots and machinery required to expand your base.

Module Name Level Cost Build Turns Power Needed Cryo Needed Pollution Power Generation Max Max Safehouse Tasks
Command HQ 1 $20K 4 Days 2 0 0 3 2
Command HQ 2 $40K 4 Days 3 0 0 4 3
Command HQ 3 $100K 5 Days 4 0 0 5 3
Command HQ 4 $200K 8 Days 5 0 0 5 4
Command HQ 5 $500K 12 Days 5 0 0 6 4
Command HQ 6 $500K 12 Days 5 0 0 7 4
Command HQ 7 $500K 12 Days 5 0 0 7 5


Simstream Detox[edit | edit source]

The Simstream Detox contains state-of-the-art cryogenic chambers that use advanced cryotherapy techniques combined with a SimStream direct neural interface to reduce Stress, lessen mental ailments, and refresh the minds of struggling team members.

Module Name Level Cost Build Turns Power Needed Cryo Needed Pollution Bench Cost Bench Count Bench Type Bench Build Time Bench Duration
Simstream Detox 1 $40K 4 Days 1 2 0 $10K 1 Detox Bench (1 Stress) 2 Days 7 Days
Simstream Detox 2 $100K 6 Days 2 3 0 $25K 2 Detox Bench (1 Stress) 2 Days 7 Days
Simstream Detox 3 $200K 8 Days 2 4 0 $50K 2 Detox Bench (1-2 Stress) 4 Days 6 Days
Simstream Detox 4 $500K 10 Days 3 4 0 $125K 3 Detox Bench (2 Stress) 5 Days 6 Days
Simstream Detox 5 $1M 12 Days 4 4 0 $250K 3 Detox Bench (2 Stress) 7 Days 5 Days
Simstream Detox 6 $1.50M 14 Days 5 5 0 $375K 4 Detox Bench (2 Stress) 7 Days 5 Days


Field Ops Center[edit | edit source]

The Field Ops Center provides the Cyber Knight a digital nerve center for exploiting the weaknesses of mission targets. With this the mercenary team can gain Leverage by exploiting the target environment, manipulating adversaries, and creating unique advantages that set your missions up for success or enhanced profits.

The Tokens granted by the Field Ops Center can be traded for Leverages for almost any mission.

Module Name Level Cost Build Turns Power Needed Cryo Needed Pollution Max Tokens Time To Generate Token Token Level
Field Ops Center 1 $40K 6 Days 1 2 6 2 10 Days 1
Field Ops Center 2 $100K 9 Days 2 2 10 3 8 Days and 12 Hours 2
Field Ops Center 3 $200K 12 Days 3 3 12 4 7 Days 3
Field Ops Center 4 $1M 15 Days 4 4 16 5 6 Days 4
Field Ops Center 5 $1M 18 Days 5 4 24 6 5 Days and 12 Hours 5
Field Ops Center 6 $1.50M 21 Days 5 5 28 7 5 Days 6
Field Ops Center 7 $3M 24 Days 6 6 30 8 4 Days and 12 Hours 6
Field Ops Center 8 $6M 27 Days 7 6 34 9 4 Days and 6 Hours 6
Field Ops Center 9 $10M 30 Days 7 6 38 10 4 Days 6


Underworld Hub[edit | edit source]

The Underworld Hub is equipped with state-of-the-art counter-surveillance gear, secure communication lines and connections to encrypted dark web markets. With this module the Face can further support mercs operating in the field and work their network of shady contacts and digital auction platforms to find new potential mercs and power players within the depths of New Boston shadows.

The Tokens granted by the Underworld Hub can be used to boost Legwork chance, reduce Legwork duration, recruit new mercs (level 2+), find new Contacts (level 3+) and can be traded for NBS Cubes (level 4+).

Module Name Level Cost Build Turns Power Needed Cryo Needed Pollution Max Tokens Time To Generate Token Token Level
Underworld Hub 1 $100K 4 Days 1 0 0 2 10 Days 1
Underworld Hub 2 $200K 6 Days 2 1 0 2 8 Days 2
Underworld Hub 3 $500K 8 Days 3 2 0 3 8 Days 3
Underworld Hub 4 $1M 10 Days 4 3 0 4 7 Days 4
Underworld Hub 5 $1.50M 12 Days 5 4 0 5 6 Days 5
Underworld Hub 6 $3M 14 Days 5 5 0 5 5 Days 6


Counter-Intel Pod[edit | edit source]

The Counter-Intel Pod utilizes a wide array of ghost signals and electronic chaff to provide a temporary veil of secrecy for the team's activities. As your digital footprint is obscured, you're better able to strike targets when you choose, without fear of ambush. If your team is being haunted by the specter of Head Hunters, the Counter-Intel Pod can temporarily provide cover and allow you to avoid them.

The Tokens granted by the Counter-Intel Pod can reduce Heat, create loot-heavy Hacking Missions (level 2+), temporarily block Head Hunters (level 3+) or trade for Favors with Contacts (level 4+).

Module Name Level Cost Build Turns Power Needed Cryo Needed Pollution Max Tokens Time To Generate Token Token Level
Counter-Intel Pod 1 $100K 6 Days 1 2 6 2 10 Days 1
Counter-Intel Pod 2 $200K 9 Days 1 3 10 2 8 Days 2
Counter-Intel Pod 3 $500K 12 Days 2 4 14 3 8 Days 3
Counter-Intel Pod 4 $1M 15 Days 3 5 18 4 7 Days 4
Counter-Intel Pod 5 $1.50M 18 Days 4 5 26 5 7 Days 5
Counter-Intel Pod 6 $3M 21 Days 5 5 26 5 6 Days 6


Triage Clinic[edit | edit source]

While not as well-equipped as a true hospital, the Triage Center allows for rapid response to injured mercenaries returning from heists. Immediate care and essential repairs can significantly reduce long Injury Time and decrease the chances of Wounds developing by getting treatment to those who need it most, as quickly as possible.

Module Name Level Cost Build Turns Power Needed Cryo Needed Pollution Power Generation Max Injury Time Reduction Wound Res
Triage Clinic 1 $40K 6 Days 1 1 4 0 -25% 10%
Triage Clinic 2 $100K 8 Days 1 2 8 0 -30% 15%
Triage Clinic 3 $200K 10 Days 1 3 12 0 -35% 20%
Triage Clinic 4 $500K 10 Days 1 4 16 0 -40% 30%