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 + 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 + 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 + aux power restored on activate

> 15% increased ground speed + 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 + detection range from all sources

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

> Detected enemies can be tagged

-> 1 reduced Shell detections

-> Can be disabled

Description of Advanced Recon

:: Akimbo 20 body

> Dual wield sidearms: Fire simultaneously while aiming, sequentially while not aiming

> Alternate aim stance: Fire a single sidearm with increased accuracy

> 15% increased Core generation with sidearms

-> Can no longer equip sidearm optics

-> 50% reduced sidearm maneuver + stance accuracy bonuses

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

-> 25% increased sidearm recoil, spread + spread gain while not using alternate aim stance

-> 50% reduced primary weapon reserve ammo

Description of Akimbo

:: Armadillo 40 body

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

> Deflect direct damage, clears burn + gains fire 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

> 0-50% increased backup weapon damage + throw velocity, scaling proportionally with primary attack fully charged for 0-1 s

> 25% increased device throw velocity

> 25% reduced firearm recoil + spread gain

-> Additional attack charging drains aux power

-> Can be disabled

Description of Augmented Arms

:: Augmented Legs 15 body

> 25% reduced loadout + 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, snares for 4 s, can disarm weapon during active Core or while enemy is knocked down

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

> 25% increased Nano-wire range

-> Attaches to enemy heads + 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 + 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 + bleed immunity for 5 s, chemical heal, 10 s cooldown

> 2.5 vitals + 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 3 s on successful Neuro-Link, 6 s if scan hack

> Devices + explosives of detected enemies are detected to allies

> 20% reduced hack time of next scan hack for each additional enemy affected by last Neuro-Link

> Immunity to enemy Neuro-Link while scanning, inactive while scan hacking

> Tag enemies on receiving Neuro-Link

-> 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 + max vitals while bleeding

> 25% of damage dealt with backup weapons + body impacts restored to vitals + 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

> 50% reduced aux power drain while bleeding

-> Primary stim no longer restores vitals + causes bleed if used while not bleeding

-> 50% increased bleed damage received

-> Core activation no longer clears bleed

Description of Bloodsport

:: Caustic 35 body

> Backup weapons deal chemical damage + apply corrode for 2 s

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

> 100% chemical resistance, chemical stat reduction immunity

-> 25% reduced vitals restored from all sources

-> 25% increased bleed damage received

Description of Caustic

:: Chain Reaction 20 tech

> Disable all unobstructed enemies within 25 m on receiving disable

> Disable all unobstructed enemies within 25 m of enemy on applying disable

> 5% increased direct damage dealt per unobstructed 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 deals chemical damage + applies corrode for 2 s

> All sources of corrode cause necrosis: 50% of attempted vitals restoration drained from vitals, duration refreshed while bleeding

-> 25% reduced explosive damage

Description of Chemical Warfare

:: Close Minded 30 body

> 50% reduced firearm spread + recoil while ADS with ironsights

> 25% increased ground speed + Core generation while using backup weapons with enemies within 5 m

> 25% reduced firearm + backup weapon damage received within 5 m while using backup weapons or ADS with ironsights

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

-> 25% increased firearm + backup weapon damage received beyond 5 m while using backup weapons or ADS with ironsights

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 Decay 25 body

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

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

-> 0.25-1 /s Core charge drain if no charge gained within 5 s , scaling proportionally with Core charge from 0-100

-> Can no longer manually activate Core

Description of Core Decay

:: Core Discharge 25 tech

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

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

> Deflects unattached devices + projectiles within 5 m

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

-> 25% reduced Core generation + 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 + 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

> Neuro-Mask: Shroud for 5s on detecting Neuro-Link scan hack, 30 s cooldown

-> Can be disabled

Description of Covert

:: Damage Report 30 tech

> Detect enemies for 1.5 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 + body impacts bypass defense, 100% increased body impact damage, 100% reduced speed penalties + aux drain from all sources, 50% increased dexterity, snare immunity

> Deactivates after 2 s if no longer falling

-> 0-100% increased direct damage received while active, scaling proportionally with duration active from 0-5 s

Description of Dead Drop

:: Disengage 20 tech

> Automatically relocate to a previous location on death

> 50% vitals + defense restored on activation

> Debuffs cleared on activation

-> 50% reduced max vitals + defense on activation

-> 50% reduced Core charge on activation

-> Fatal explosive or telefrag damage prevents activation

-> Can no longer restore max vitals + 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 + 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 + backup weapon damage received for each Body foundation upgrade

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

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

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

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

-> 0.25% reduced bleed immunity + device duration for each Hardware foundation upgrade

Description of Enhanced Foundation

:: Experimental 40 tech

> Can equip experimental devices

> 50% increased debuff durations from all sources other than experimental devices

-> 25 reduced defense

Description of Experimental

:: Exploit Weakness 45 body

> Enemies with defense below 50% are considered weakened

> 100% defense bypass with backup weapons to weakened enemies

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

> 25% increased direct damage to knocked down enemies

-> 25% reduced vitals + 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 stunned: 20 vitals restored every 0.5 s + disable immunity for 2.5 s, 30 s cooldown

> Devices can no longer be disabled

-> 25% reduced defense + aux regeneration

Description of Fail-safe

:: Gecko 30 body

> Gain Shroud while climbing, 0.5 s activation time

> Gain camouflage while stationary + 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 + weapon accuracy while climbing

-> Can be disabled

Description of Gecko

:: Hardcase 45 body

> 100% reduced bonus multiplier on headshots received while active

> 100% reduced defense penetration + bleeding from headshots received while active

> Absorbs single fatal headshot while active

> Immunity to Tether + Neuro-Link while active

-> Headshot damage received applies snare while active

-> Can no longer use Neuro-Link while active

-> 4 s stun + destroyed on absorbtion of fatal headshot

-> 0.25 m/s reduced ground speed

Description of Hardcase

:: Hardened 40 body

> Activates on receiving vitals damage, restores max vitals after 5 s from last vitals damage taken, 10 s cooldown

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

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

-> Can no longer restore max vitals while active

-> 0-50% reduced ground speed, dexterity + 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

> 25% increased explosive far damage range

> 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 + knockdown, 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 + 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 35 tech

> Target recognition overlay, replaces scan

> Highlights enemies + devices while active

-> Disables detections + 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 + 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 + 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 + tagged duration

> 50% increased crouch speed

-> 25 reduced defense

Description of Low Profile

:: Maximum Efficiency 30 hardware

> Improves standard + enhancement devices

-> 50% Increased device cooldowns

Description of Maximum Efficiency

:: Net Runner 50 tech

> Actions no longer deactivate scan

> 100% reduced scan movement speed penalty

> 100% increased hack speed while dealing direct damage

> 50% increased ground speed for 2 s on successful Neuro-Link or while scan hacking

> 10% reduced aux power drain from all sources per detected enemy

-> Deactivates vitals + defense regeneration while scanning

-> Unable to use weapon optics while scanning

-> 50% increased spread + spread gain while scanning

-> 50% increased scan cooldown

-> 100-25% reduced scan detection range, proportional to speed from 0-8 m/s

-> 1 reduced Shell detections

-> 10 s scan duration

-> Can be disabled

Description of Net Runner

:: Neuro-Hacker 45 tech

> Scan hack: Neuro-Link devices used while scanning have increased effectiveness

> Can equip black market Neuo-Link devices

> 10% reduced Neuro-Link device cooldown for each additional enemy affected on activation

> 5 Core charge returned for each additional enemy affected on successful scan hack

> 25% increased scan detection range

-> Detected while scan hack active, overrides undetectable

-> 2 s stun on receiving direct damage to head while scanning

-> 25% reduced Core generation

-> Can be disabled

Description of Neuro-Hacker

:: Overclocked 50 tech

> Unaffected by Core slowing effects while Core active

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

-> 50% reduced vitals + 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 + paints visible enemies while active

> 35% reduced spread + 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

Description of Overseer

:: 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 on Core activation

-> 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

> 50% of vitals restored by primary stim restores max vitals

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

-> 100% increased primary stim cooldown if used while not bleeding

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 + 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 defense if below 25%

> 50% increase quick melee dash 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

> Backup weapons deal piercing damage

> 100% increased body impact damage

> 100% of body impact damage received reflected

> 25% of body impact damage dealt or reflected penetrates defense

> 5-10 /s bleed to enemies that deal or receive body impact damage, proportional to impact speed from 4-12 m/s

-> 25% reduced body imact damage on deflections

-> 25% of body impact damage dealt or received reduces defense + max defense

Description of Puncture

:: Pyro-Psycho 45 body

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

> 50% increased ground speed + jump height while burning

> Ignite enemies within 3 m while burning

> Ignite nearby surface for 3 s on roll while burning

> Snare immunity while burning

-> Burning has infinite duration and is no longer cleared on Core activation

Description of Pyro-Psycho

:: Rage Core 50 tech

> Gain active Core while vitals below 50% from enemy damage + visible enemies, 10 s cooldown on deactivate

> Gain Overkill while vitals below 50% from enemy damage

> Overkill: Melee attacks + body impacts bypass defense, 100% increased body impact damage, 100% reduced speed penalties + aux drain from all sources, 50% increased dexterity, snare immunity

-> 75% reduced vitals + defense restored from all sources while active

-> 75% active Core speed, Shell specific active Core bonuses disabled

-> 0-100% increased direct damage received while active, scaling proportionally with duration active from 0-5 s

-> 5/s vitals + defense damage while active with no visible enemies

Description of Rage Core

:: Reactive Core 10 tech

> 80% active + inactive Core speed

> 25% increased Core generation while affected by Core

-> 25% reduced Core generation 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 sources

-> 0.25 m/s reduced ground speed

-> Can be disabled

Description of Recovery

:: Renewal 30 tech

> 25 vitals, defense, max vitals + 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

> 100% of current weapon ammo capacity restored as reserve ammo + 5 s reduced device cooldowns on weapon pickup, picked up weapon is destroyed

> 100% reduced primary stim cooldown if used while bleeding

-> 50% reduced reserve ammo

-> 50% increased primary stim cooldown if used while not bleeding

Description of Resourceful

:: Reversal 25 tech

> Overcharge on receiving disable: Disable immunity, 10% increased ground + climb speed, disable enemies + 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 + disable for 2 s

> 25% increased explosive far damage range

-> 25% reduced explosive damage

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

> 100 vital damage + knockback to enemies within 1 m of relocation

-> Requires aerial maneuver charge, drains 25 aux power on shift

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

-> 25% reduced effectiveness of damage reductions

-> 2 s aerial maneuver charge regeneration delay on shift

-> Can be disabled

Description of Shifter

:: Specialist 35 body

> Additional weapon mod slot

> 50% reduced sidearm or primary weapon handling speed penalties while only sidearms or primary weapons equipped, additional 50% 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 + using backup weapons

> 200% increased Core generation with backup weapons

> 100% reduced backup weapon loadout speed penalty

-> Can only use backup weapons + 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 + 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 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 + defense regeneration while active

-> Deactivates on body impacts + 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, 1 s disable + snare every 0.5 s, ramping up to 0.25 s over 2 s

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

-> 25% reduced Nano-wire range

-> Can be disabled

Description of Tether

:: Threat Detection 35 tech

> Automatically detect enemies + 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, 5 s cooldown

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

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

-> Disguise removed on dealing + receiving visible direct damage from enemies

-> Can be disabled

Description of Transference

:: Unstable Core 40 tech

> 100% Core generation on deploy

> Core detonation on death or failure, deals 25-75 vital damage to all enemies within 5 m, scaling proportionally with Core charge from 0-100

> Overcharge while Core fully charged: Disable immunity, 10% increased ground speed, disable enemies + enemy devices within 3 m for 2 s

-> Core failure after 8 s on Core activation, drain or attempted enemy disable while Core fully charged, Core can be vented by Core Activation or killing an enemy

-> 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 + 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 + primary weapons in both sidearm + primary slots

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

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

> 15% increased damage + 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