Table of Augments

:: Acrobatics 40 body

> Additional aerial maneuver charge

> Somersault manuever: Aerial roll while jumping, falling or diving, requires aerial maneuver charge

> Recover an aerial maneuver charge on starting a climb

> 50% reduced fall damage

> 15% increased jump and climb speed

-> 25 reduced defense

Description of Acrobaticss

:: Addict 50 body

> Activates on receiving chemical heal, 50% of the heal amount converted to duration, up to 15 s

> 50% increased stim use speed

> 25% reduced direct damage to vitals while active

> 50% increased aux power and aerial maneuver regeneration while active

> 15% increased ground speed while active

-> Detox cooldown on activation, increasing by 25% of duration for each activation, up to 30 s

-> 4 s Snare+ 25 vital damage received on activation while detox on cooldown

-> 25% reduced vitals restored from all sources

Description of Addict

:: Adrenaline Rush 30 body

> Activates on visible kill, 5 s cooldown

> 50 vitals and aux power restored on activate

> 25% increased ground speed and dexterity for 5 s on activate

> 50% reduced aux power drain for 5 s on activate

-> 25 reduced vitals

Description of Adrenaline Rush

:: Advanced Recon 10 tech

> 25% increased radar and detection range

> 100% reduced scan and tag cooldown on ally killing tagged enemy

> 5 s increased scan duration

> Detected enemies can be tagged

-> 1 reduced Shell detections

-> Can be Disabled

Description of Advanced Recon

:: Akimbo 20 body

> Dual wield sidearms

> 100% increased sidearm ammo capacity

> 50% increased RPM while not using alternate aim stance

> 25% increased Core generation with sidearms

-> Can no longer equip sidearm optics

-> 0-25% reduced sidearm damage while not using alternate aim stance

-> 25% increased sidearm recoil while not using alternate aim stance

-> 50% increased spread and spread gain while not aiming

-> 50% reduced primary weapon reserve ammo

Description of Akimbo

:: Armadillo 40 body

> Retractable Nano-plating, activates on roll maneuvers, 5 s cooldown

> Deflects direct damage, clears Burn and gains Burn immunity while active

> Destroys attached devices on activate

> Automatically roll on knockdown

-> 0.5 m/s reduced ground speed

-> Can be Disabled

Description of Armadillo

:: Augmented Arms 20 body

> 25% increased backup weapon charge speed

> 0-50% increased backup weapon power, scaling proportionally while primary attack fully charged for 0-0.5 s

> 25% increased device throw velocity

> 25% reduced firearm recoil and spread gain

-> Additional attack charging drains aux power

-> Can be Disabled

Description of Augmented Arms

:: Augmented Legs 15 body

> 25% reduced loadout and movement speed penalties while on ground or climbing

> 25-150% increased jump speed, charged by holding jump while sliding, rolling, climbing or crouched

> 100% reduced fall damage when landing on feet, slide or roll maneuvers

-> Charging jump drains aux power

-> Snared while Disabled

-> Can be Disabled

Description of Augmented Legs

:: Augmented Nano-wire 15 tech

> Nano-wire can attach to held enemy weapons pulling you toward them, applies Snare for 4 s

> Can disarm weapon during active Core or while enemy is knocked down, 10 s cooldown

> Nano-wire can pickup enemy devices and projectiles, ownership transfered if held for 1 s

> 25% increased Nano-wire range

-> Attaches to enemy heads and no longer disarms with Tether equipped

-> 100% increased Nano-wire cooldown

-> 50 aux power drained on pull

-> Can be Disabled

Description of Augmented Nano-wire

:: Auto-Doc 35 body

> Automatically clears Bleed, 10 s cooldown

> 25 vitals restored and Bleed immunity for 2.5 s on activation, chemical heal

> 5 /s max vitals regeneration

-> 25% reduced aux regeneration

-> Can be Disabled

Description of Auto-Doc

:: Auxiliary Vitals 20 body

> Chemical heals gain Bleed immunity if used while not Bleeding

> On receiving fatal Bleed damage or Core activation: 25 vitals restored and Bleed immunity for 5 s, chemical heal, 10 s cooldown

> 2.5 vitals and max vitals restored every 0.5 s while Bleed immunity from chemical heals active

-> 25% reduced defense restored from all sources

-> 0.5 m/s reduced ground speed

Description of Auxiliary Vitals

:: Backdoor 35 tech

> Enemies are detected to allies for 5-1 s on successful Neuro-Link proportional to amount from 1-5, 15 s cooldown

> Enemies are detected to allies for 2 s on receiving Neuro-Link

> Devices and explosives of visible or detected enemies are detected to allies

-> 5 s reduced scan duration

-> 1 reduced Shell detections

-> Can be Disabled

Description of Backdoor

:: Bloodsport 45 body

> Bleeding enemies are detected while Bleeding

> 100% of Bleed damage dealt restored to vitals and max vitals while Bleeding

> 25% of damage dealt with backup weapons and body impacts restored to vitals and max vitals while Bleeding, addititonal 25% if target is Bleeding

> 25 vitals restored on visible enemy kill while Bleeding, additional 50 if target is Bleeding

> 15% increased ground speed while Bleeding with backup weapon equipped

> 50% reduced aux power drain while Bleeding with backup weapon equipped

-> Primary stim no longer restores vitals and causes Bleed if used while not Bleeding

-> 100% reduced defense regeneration while Bleeding

-> 50% increased Bleed damage received

-> Core activation no longer clears Bleed

Description of Bloodsport

:: Caustic 35 body

> Backup weapons apply Corrode for 2 s

> 25% of vitals damage received reflected as chemical damage and 2 s Snare to enemies within 3 m

> 100% Corrode resistance

-> 25% reduced vitals restored from all sources

-> 25% increased Bleed damage received

Description of Caustic

:: Chain Reaction 20 tech

> Disable all visible enemies within 25 m on receiving Disable for 50% of the duration

> Disable all visible enemies within 25 m of enemy on applying Disable for 50% of the duration

> 5% increased direct damage dealt per visible Disabled enemy within 50 m, stacking up to 25%

-> 15% increased direct damage received while Disabled

Description of Chain Reaction

:: Chemical Warfare 45 hardware

> Explosive damage applies Corrode for 2 s

> 25% of chemical damage dealt to defense and max defense damages vitals and max vitals

-> 25% reduced explosive range

-> 50% reduced max defense damage dealt by chemical damage

Description of Chemical Warfare

:: Close Minded 30 body

> 50% reduced firearm spread and recoil while ADS with iron sights

> 25% increased ground speed and Core generation while using backup weapons with enemies within 10 m

> 25% reduced firearm and backup weapon damage received within 5 m while using backup weapons or ADS with iron sights

-> 25% reduced speed while ADS and firearm far damage range

-> 25% increased firearm and backup weapon damage received beyond 10 m while using backup weapons or ADS with iron sights

Description of Close Minded

:: Combat Core 15 tech

> 1% of direct damage dealt converted to active Core duration

> 25% increased Core generation

-> 100% reduced Core generation during active Core

-> Can be Disabled

Description of Combat Core

:: Core Discharge 25 tech

> AOE impulse on Core activation or receiving fatal melee or body impact damage, can survive fatal damage, 30 s cooldown

> Deals 25 vital damage, 4 s Disable and knockback to enemies within 5 m, knockdown if within 2.5 m

> Deflects unattached devices and projectiles within 5 m

-> 25 reduced Core charge on activation from fatal melee or body impact damage

-> 25% reduced Core generation and duration

Description of Core Discharge

:: Counter Intelligence 20 tech

> Enemies detecting you within 30 m are detected

> Enemies interacting with objectives within 30 m are detected

> Enemies that tag you are tagged

> Visible disguised enemies within 15 m are revealed

-> 1 reduced Neuro-Link target limit

-> Can be Disabled

Description of Counter Intelligence

:: Counterbalance 15 body

> Removes flat vitals, defense and speed reductions from equipped augments

> Equipped augments can no longer be Disabled

-> 25% increased augment cooldowns

Description of Counterbalance

:: Covert 35 tech

> 50% reduced detectable range

> Shroud for 3s on kill, 6s without receiving damage from target

> Devices and projectiles are undetectable

-> Can be Disabled

Description of Covert

:: Damage Report 30 tech

> Detect enemies for 0.75 s on dealing direct damage

> Detect enemies within 15 m of killed enemy for 3 s, 10 s cooldown

-> 50% reduced radar detection range

-> Can be Disabled

Description of Damage Report

:: Dead Drop 30 body

> Aiming, quick melee or charging backup weapon after recent climb activates Overkill, 5 s cooldown

> Overkill: Melee attacks and body impacts bypass defense, 100% reduced speed penalties and aux drain from all sources, 50% increased dexterity and firearm accuracy

> Deactivates after 2 s if no longer falling

-> 100% increased direct damage received while active

Description of Dead Drop

:: Disengage 20 tech

> Can survive fatal damage. Relocate to a previous location if death prevented

> 50% vitals and defense restored on activation

> Removes tagged and clears debuffs on activation

-> 50% reduced max vitals and defense on activation

-> 50% reduced Core charge on activation

-> Fatal explosive or telefrag damage prevents activation

-> Can no longer restore max vitals and max defense on activation

-> Can only activate once

-> Can be Disabled

Description of Disengage

:: Dispersal 35 hardware

> Launch 4 Seekers on roll maneuvers if unobscured enemies within 30 m, 10 s cooldown

> Seeker: Rolls toward and tracks targets, deals 20-15 explosive damage within 2-4 m on reaching or losing target

-> 25% Increased device cooldowns

-> 0.5 m/s reduced ground speed

-> Can be Disabled

Description of Dispersal

:: Enhanced Dexterity 25 body

> 25% increased dexterity

> Complete active reloads on roll maneuvers at any stage of the reload

-> Can be Disabled

Description of Enhanced Dexterity

:: Enhanced Foundation 0 body

> 0.35% reduced movement speed penalties and backup weapon damage received for each Body foundation upgrade

> 0.35% increased aux power regeneration and radar range for each Tech foundation upgrade

> 0.35% reduced firearm recoil and ADS spread for each Hardware foundation upgrade

-> 0.25% reduced knockback resistance and climb speed for each Body foundation upgrade

-> 0.25% increased detectable range and direct damage received while Disabled for each Tech foundation upgrade

-> 0.25% reduced Bleed immunity and device duration for each Hardware foundation upgrade

Description of Enhanced Foundation

:: Experimental 40 tech

> Can equip experimental devices

> 25% increased applied debuff duration

-> 25 reduced defense

Description of Experimental

:: Exploit Weakness 45 body

> Enemies with defense below 50% are considered weakened

> 100% defense bypass with melee damage to weakened enemies

> Unstoppable if unobscured weakened enemies within 15 m: Knockdown immunity, 100% reduced speed penalties

> 25% increased direct damage to knocked down enemies

-> 25% reduced vitals and defense restored from all sources

-> 25% reduced effectiveness of damage reductions

Description of Exploit Weakness

:: Fail-safe 30 tech

> When vitals drop below 25% or receive Disable+: 20 vitals restored every 0.5 s and Disable immunity for 2.5 s, 30 s cooldown

> Devices and projectiles can no longer be Disabled

-> 25% reduced defense and aux regeneration

Description of Fail-safe

:: Gecko 30 body

> Gain Shroud while climbing, 0.5 s activation time

> Gain camouflage while stationary and climbing, any actions will deactivate, 4 s cooldown

> 100% reduced aux power drain from climbing

> 100% reduced fall damage when landing into a climb

> 15% increased speed, jump speed and weapon accuracy while climbing

-> Can be Disabled

Description of Gecko

:: Hardcase 45 body

> Deflects headshots while active

> Reduces fatal headshot damage by up to 100%

> Immunity to Tether and Neuro-Link while active

-> Headshot damage received applies Snare while active

-> Can no longer use Neuro-Link while active

-> 4 s Disable+ and destroyed on prevention of fatal headshot

-> 0.25 m/s reduced ground speed

Description of Hardcase

:: Hardened 40 body

> Activates on receiving vitals damage to body, deactivates and restores max vitals after 2 s from last vitals damage taken to body, 10 s cooldown

> 25-75% reduced direct vitals damage to body received, scaling proportionally with reduced max vitals from 0-75% while active

-> 100% of vitals damage to body received reduces max vitals while active

-> Can no longer restore max vitals while active

-> 0-50% reduced ground speed, dexterity and aux power regeneration, scaling proportionally with reduced max vitals from 0-75% while active

-> 50% increased Burn damage received

Description of Hardened

:: Headhunter 25 body

> 0.25x additional headshot damage multiplier

> Headshot kills activate or extend active Core for 2.5 s with no charge cost

-> 25% reduced direct body damage dealt

Description of Headhunter

:: Heavy Ordnance 40 hardware

> 50% increased explosive Bleed damage

> All equipped or picked up weapons gain the Contact Charge mod with no slot cost

-> 0.5 m/s reduced ground speed

Description of Heavy Ordnance

:: Heavy Weapons 40 hardware

> Can equip and pickup heavy weapons, replaces backup slot

> Strafe maneuver: Run with increased speed in movement direction for 1 s with no weapon handling speed penalty, can knockback, replaces dive while heavy weapon equipped

> Disarm immunity while heavy weapon equipped

-> Unable to use dive, prone or roll maneuvers while heavy weapon equipped

-> Dropped on knockdown or forced roll

-> Heavy weapons can only be fired while aiming

Description of Heavy Weapons

:: Hot Swap 20 hardware

> Hot mag: Cycle through available ammo types with fire or aim while holding reload, gain 50% reduced spread and improved ammo for equipped weapon on changing ammo type, 10 s cooldown on drop, reload or activating on another weapon

> 100% reduced reload movement speed penalty, unaffected by Core slowing effects while reloading

> All equipped or picked-up weapons gain the External Mag mod with no slot cost, if compatible

-> 25% increased recoil while Hot mag active

-> Cycling ammo empties current magazine into reserve

-> Can only be active on a single weapon

Description of Hot Swap

:: Hunter Optics 45 tech

> Target recognition overlay, replaces scan

> Highlights enemies and devices while active

> Can tag camouflaged enemies

-> Disables detections and radar while active

-> Unable to use weapon optics while active

-> Can be Disabled

Description of Hunter Optics

:: Inertial Buffer 20 body

> 50% reduced deceleration while airborne or during sliding maneuvers

> 35% reduced weapon spread and spread gain during sliding maneuvers

> 25% increased knockback resistance

> Knockdown immunity during sliding maneuvers

-> 100% reduced lateral control during sliding maneuvers

-> 25% reduced defense regeneration

Description of Inertial Buffer

:: Kinetic Focus 30 body

> 0-35% reduced direct vitals damage received, scaling proportionally with speed from 4-12 m/s

> 0-35% reduced weapon spread and spread gain, scaling proportionally with speed from 4-12 m/s

> 0-35% increased knockback resistance, scaling proportionally with speed from 4-12 m/s

-> Can be Disabled

Description of Kinetic Focus

:: Kinetic Injectors 25 hardware

> 25 vitals restored on roll maneuvers, chemical heal, 10 s cooldown

> 25 vitals restored on receiving body impact, chemical heal

> 2.5 s Bleed immunity if activated while Bleeding

-> Can be Disabled

Description of Kinetic Injectors

:: Low Profile 35 body

> 50% reduced movement sound

> 50% reduced radar profile and tagged duration

> 50% increased crouch speed

-> 25 reduced defense

Description of Low Profile

:: Maximum Efficiency 30 hardware

> Improves standard and enhancement devices

-> 50% Increased device cooldowns

Description of Maximum Efficiency

:: Necrosis 40 body

> All sources of Corrode apply Corrode+

> Creates 5 s Tox cloud on enemy killed with Corrode active, obscures vision, applies 2 s Snare and Corrode to enemies on contact

-> 25% reduced vitals restored from all sources

-> 25% reduced effectiveness of damage reductions

Description of Necrosis

:: Net Runner 50 tech

> Actions no longer deactivate scan

> 100% reduced scan movement speed penalty

> 50% increased ground speed for 2 s on successful Neuro-Link

> 20% reduced aux power drain from all sources per detected enemy

-> Deactivates vitals and defense regeneration while scanning

-> Unable to use weapon optics while scanning

-> 50% increased spread and spread gain while scanning

-> 50% increased scan cooldown

-> 100-0% reduced scan detection range, proportional to speed from 0-8 m/s

-> 1 reduced Shell detections

-> 5 s reduced scan duration

-> Can be Disabled

Description of Net Runner

:: Neuro-Hacker 20 tech

> Can equip Neuro-Link devices

-> Can only equip Neuro-Link devices

-> 50% reduced radar detection range

Description of Neuro-Hacker

:: Overclocked 50 tech

> Unaffected by Core slowing effects while Core active

-> 10 /s vitals and defense damage while Core active

-> 50% reduced vitals and defense restored from all sources while Core active

-> 25% reduced Core generation

Description of Overclocked

:: Overseer 45 tech

> Personal targeting drone, replaces scan

> Provides external camera view and paints visible enemies while active

> 25% reduced spread and spread gain while active

-> Disrupts vision if drone takes damage while active

-> Can no longer ADS

-> 0.5 m/s reduced ground speed

-> Can be destroyed

-> Can be Disabled

Overseer hovers near your head when not active, Overseer drone has 200 health

:: Perpetual Motion 45 body

> Removes Snare on performing a maneuver, can maneuver while crippled

> 100% increased aux power regeneration for 2 s after performing a maneuver

> 100% reduced aux power drain from all sources while Core active

> Gain 4 aerial maneuver charges while Core active

-> 0-25% increased direct damage received, scaling proportionally with speed from 0-12 m/s

-> 50% reduced aux power regeneration while not performed a maneuver for 2 s

Description of Perpetual Motion

:: Potent Stimulants 15 hardware

> 100% increased vitals restored by primary stim

> 100% of vitals restored by primary stim restores max vitals

> 100% increased aux power and aerial maneuver regeneration for 10 s on primary stim use

-> 100% increased primary stim cooldown

Description of Potent Stimulants

:: Professional 30 body

> 25% increased far damage with sidearms while using a single sidearm or akimbo alternate aim stance

> 25% reduced spread, spread gain, recoil and weapon handling speed penalties with sidearms while using a single sidearm or akimbo alternate aim stance

> Dispatch: 100% increased quick melee damage for 2 s after dealing damage with sidearms, ignores enemy defense if below 25%

> 25% increase quick melee dash speed and range while using sidearms

> 100% additional base sidearm reserve ammo

> All equipped or picked up sidearms gain the Suppressor mod with no slot cost

-> Can no longer equip primary weapons

-> 25 Reduced defense

Description of Professional

:: Puncture 40 body

> 25% defense bypass with backup weapons and body impact damage

> 50% increased body impact damage

> 5-10 /s Bleed to enemies on dealing body impact damage, proportional to impact speed from 4-12 m/s

-> 50% of body impact damage dealt reduces defense and max defense

Spiky defense

:: Pyro-Psycho 45 body

> 85% reduced Burn damage received, can no longer die from Burn damage

> 50% increased ground speed and jump height while Burning

> Ignite enemies within 3 m while Burning

> Ignite nearby surface for 3 s on roll maneuvers while Burning, if enemy within 15 m

> Snare immunity while Burning

-> Core activation no longer clears Burning

-> Ignited on roll maneuvers

Description of Pyro-Psycho

:: Rage Core 50 body

> Gain Overkill while Core active

> Overkill: Melee attacks and body impacts bypass defense, 100% reduced speed penalties and aux drain from all sources, 50% increased dexterity and firearm accuracy

> 25% of damage received from enemies within the last 10 s, up to 50, restored to vitals and max vitals on Core activation

> 5% of damage received from enemies converted to Core charge

-> 100% increased direct damage received while active

Description of Rage Core

:: Reactive Core 10 tech

> 80% active and inactive Core speed

> 25% increased Core generation from damage dealt while affected by Core

-> 25% reduced Core generation from damage dealt while not affected by Core

Description of Reactive Core

:: Reactive Dermis 35 body

> 0-25% reduced direct damage received, scaling proportionally with damage from 50-200

> 10 s immunity to a debuff on end or removal

-> 0.25 m/s reduced ground speed

Description of Reactive Dermis

:: Recovery 25 body

> 5 /s additional vitals regeneration while no damage received within 1 s

> 25% increased vitals restored from all other sources

-> 0.5 m/s reduced ground speed

-> Can be Disabled

Description of Recovery

:: Redline 50 body

> 0-50% reduced speed penalties, scaling proportionally with Core charge from 0-100

> 0-50% increased dexterity, aux power and aerial maneuver charge regeneration, scaling proportionally with Core charge from 0-100

> 100% increased Core generation

-> 0-50% increased direct damage received, scaling proportionally with Core charge from 0-100

-> 100% Core charge drained on deploy

-> Visible trails

Description of Redline

:: Renewal 30 tech

> 25 vitals, defense, max vitals and max defense restored every 10 s

> 100 aux power restored every 10 s

-> 0.25 m/s reduced ground speed

-> Can be Disabled

Description of Renewal

:: Resourceful 35 hardware

> Deconstruct weapons if interact held while picking up, weapon is destroyed

> 100% of equipped weapons ammo capacity restored as reserve ammo on deconstruct

> 5 s reduced device cooldowns on deconstruct

> 1 s reduced primary stim cooldown on deconstruct

-> 50% reduced reserve ammo

-> 25% reduced weapon pickup speed

Description of Resourceful

:: Reversal 25 tech

> Overcharge on receiving Disable: Disable immunity, 15% increased dexterity, ground and climb speed, Disable enemies and enemy devices within 4 m for 2 s, active for duration of received Disable

-> 25% increased direct damage taken while Overcharge active

Description of Reversal

:: Shell Shock 35 tech

> Explosive damage applies Snare and Disable for 2 s

> All sources of Disable deal 5 shock damage every 0.5 for duration

-> 25% reduced explosive range

-> 50% increased Disable duration

Description of Shell Shock

:: Shifter 50 tech

> Shift: Attempt to relocate horizontally up to 3 m in movement direction, can bypass obstructions, replaces quick melee

> 50 vital damage and knockback to enemies within 1 m of relocation

> Removes tagged on relocation

-> Requires aerial maneuver charge while in air

-> 2 s Disable+ and 25 vital damage received on activation while Restabilise on cooldown

-> 25% reduced vitals and defense restored from all sources

-> Can be Disabled

Description of Shifter

:: Slipstream 50 tech

> Climb speed ramps up to Shells max maneuver speed

> Unaffected by all speed penalties while climbing

> 40 /s aux power regeneration while climbing

> Surge: Activates on reaching 8 m/s while climbing, deactivates after 2 s if no longer climbing or below 8 m/s

> Gain Overcharge and knockdown enemies while Surge active, can telefrag on activation or detaching from climb

-> 100% reduced vitals and defense restored from all sources while Surge active

-> 100% reduced effectiveness of damage reductions while Surge active

-> 10 /s defense damage while Surge active

Description of Slipstream

:: Specialist 35 body

> Additional weapon mod slot

> 50% reduced sidearm or primary weapon handling speed penalties while only sidearms or primary weapons equipped, additional 25% for 5 s on visible kill

> 25% increased sidearm or primary weapon dexterity while only sidearms or primary weapons equipped, additional 25% for 5 s on visible kill

-> Can only equip 1 device

Description of Specialist

:: Studied 40 body

> Additional aerial maneuver charge while using backup weapons

> Unaffected by Core slowing effects while Core active and using backup weapons

> 200% increased Core generation with backup weapons

> 100% reduced backup weapon loadout speed penalty

-> Can only equip backup weapons and enhancement devices

-> 25% reduced Core duration

Description of Studied

:: Surplus 20 hardware

> Additional weapon mod slot

> 200% additional base reserve ammo

> 100% additional thrown weapon ammo

> 50% reduced device cooldowns on kill

-> 25% Increased device cooldowns

-> 0.5 m/s reduced ground speed

Description of Surplus

:: Technician 35 tech

> Can equip exotic ammo types

> 20 /s defense and max defense restored while using Nano-wire

-> 50% reduced reserve ammo

-> 25% reduced Nano-wire range

Description of Technician

:: Temporal Suspension 30 tech

> Gain aerial suspension while aiming during diving or rolling maneuvers, for up to 5 s, momentum restored when aim released, 2.5-5 s cooldown, scaling proportionally with duration from 0-5 s

> Unaffected by Core slowing effects while active

> 50% reduced direct damage received while active

> Knockback immunity while active

-> 100% reduced vitals and defense regeneration while active

-> Deactivates on body impacts and collision with ground

-> Not usable while hovering

-> Can be Disabled

Description of Temporal Suspension

:: Tether 40 tech

> Nano-wire can tether to enemy heads dealing 15 vital damage every 0.5 s, ramping up to 0.25 s over 2 s

> 1 s Disable and Snare on damage if active for longer than 0.5 s

> 50% of damage dealt by tether restored to vitals and max vitals

-> 25% reduced Nano-wire range

-> Can be Disabled

Tether can be prevented by using optical camouflage or shroud

:: Threat Detection 35 tech

> Automatically detect enemies within 15 m if they have fired a weapon within 2 s

> Automatically detect enemy devices within 15 m

> Countermeasure: Automatically destroys unobstructed enemy device or explosive within 5 m, 30 s cooldown

-> 50% increased radar profile

-> Visible on radar while stationary

-> Disables scan

-> Can be Disabled

Description of Threat Detection

:: Transference 45 tech

> Relocate to enemy location on visible or detected kill from direct damage, removes tagged, 5 s cooldown

> Disguise as enemy on activation, appearing as an ally on enemy HUD and radar

-> 50% reduced vitals and defense restored from all sources while disguised

-> Disguise removed on visible facing enemy within 5 m, dealing direct damage to visible enemy or receiving direct damage from enemy

-> 2 s Disable+ and 25 vital damage received on activation while Restabilise on cooldown

-> Can be Disabled

Description of Transference

:: Unstable Core 40 tech

> 100% Core generation on deploy

> Core detonation on death or failure, deals 50-25 vital damage, knockback and knockdown to all enemies within 2-4 m

> Overcharge while Core fully charged: Disable immunity, 15% increased dexterity, ground and climb speed, Disable enemies and enemy devices within 3 m for 2 s

-> While Core fully charged: Core failure initiates after 60 s, restored by 10 s per visible enemy kill. Failure also initiates on any Core charge drain or enemy Disable attempt. Failure can be vented by Core activation or visible enemy kill

-> 50% reduced Core duration

Description of Unstable Core

:: Vendetta 40 body

> Receiving over 150 vitals damage from an enemy marks them as a vendetta, persists through death until enemy killed by the vendetta owner

> Vendettas are detected while within 45 m

> 25-50 vitals, max vitals and Core charge restored on killing a vendetta, scaling proportionally with the vendetta damage from 150-300

-> 25% increased direct damage received from vendettas

Description of Vendetta

:: Versatile 50 body

> Can equip sidearm, backup and primary weapons in both sidearm and primary slots

> 15% reduced spread and spread gain with sidearms while multiple equipped

> 15% increased dexterity and Core generation with primary weapons while multiple equipped

> 15% increased melee damage and ground speed with backup weapons while multiple equipped

> Can equip 2 of the same device

-> 25% increased device cooldowns while both of same type

-> 50% reduced reserve ammo with multiple of same weapon type

-> 25 reduced defense

Description of Versatile