Run and Gun
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Points
Cyberware
Press the cyberware button to activate. When active: +50% damage reduction Health cannot drop below 25% Cannot use items Melee weapons only -100% Stamina cost for melee attacks +20% attack speed -30% fall damage Press the quick melee button in midair with a Blunt Weapon to slam the ground with a Superhero Landing. When it ends: +25% Health for each enemy neutralized. Duration: 11 sec.
Cooldown: 25 sec.
body · +0.5% damage during Berserk per Attribute Point.
+40% damage against drones, robots, mechs and turrets.
+2 Max RAM
technical · +0.5 Armor per Attribute Point.
Whenever another cyberware implant is fully used, Quantum Tuner instantly restores its Cooldown. (up to a max of 50 sec.) Cooldown: 60 sec. outside of combat Passive Effect: -15% Cooldown Time for all other cyberware.
intelligence · +0.05% to all dealt damage per Attribute Point.
Automatically negates an enemy quickhack.
+2 Max RAM
Cooldown: 20 sec.
intelligence · -0.5 sec. Cooldown with this cyberware per Attribute Point.
Successful Takedowns grant: +21% headshot damage for 15 sec. +11% movement speed for 15 sec.
cool · +0.2% headshot and weakspot damage per Attribute Point.
Slows time by 50% for 4.5 sec. when enemy detection reaches 50%.
Cooldown: 60 sec.
cool · +0.2% headshot and weakspot damage per Attribute Point.
+40% movement speed for 9 sec. when entering combat.
cool · +0.2% headshot and weakspot damage per Attribute Point.
Effect active when scanning: Highlights explosive devices and traps near your crosshair and within 29 m. The effect remains active for 60 sec. after scanning.
10x optical zoom when scanning or aiming.
reflexes · +0.1% Crit Chance per Attribute Point.
Gorilla Arms are lightweight, efficient and hard-hitting arm replacement cyberware. +6 to Body Attribute checks.
Deal Physical damage.
body · +0.5% damage with this cyberware per Attribute Point.
Reloading an empty weapon causes the next shot to release an electroshock that deals up to 250 Electrical damage to enemies near the point of impact. Electroshock damage increases with the number of bullets reloaded (max. 5 bullets).
intelligence · +0.05% to all dealt damage per Attribute Point.
Increased ricochet chance with Power weapons. +35% ricochet damage
Links the user's weapon and optics, offering real-time data-tracking of the weapon's status and a preview of ricochet trajectory.
technical · +0.1% ricochet damage per Attribute Point.
Armor – simple but effective.
technical · +0.5 Armor per Attribute Point.
+90 Armor when there are no enemies within 6 m.
cool · +0.2% headshot and weakspot damage per Attribute Point.
-7% all incoming damage
cool · +0.1% damage reduction per Attribute Point.
+66% Carrying Capacity
body · +0.5 Health per Attribute Point.
+19% Mitigation Strength (Total Mitigation Strength cannot exceed 90%)
Mitigation grants a chance to reduce incoming damage by current Mitigation Strength (default: 50%).
body · +0.5 Health per Attribute Point.
+18% Mitigation Chance when Stamina is above 85%.
reflexes · +0.1% Crit Chance per Attribute Point.
Allows you to charge jumps for greater distance. Hold the jump button to charge, then release to jump.
body · +0.5 Health per Attribute Point.
You deal -90% Poison damage, but gain +22% damage against Poisoned enemies.
reflexes · +0.1% Crit Chance per Attribute Point.
+100% Health when your Health reaches 0. (May not activate in some situations, such as falling from extreme heights.)
Cooldown: 200 sec.
body · +0.5 Health per Attribute Point.
Functions as a powerful Health Item. Instantly restores 110 Health, then regenerates 23 Health per second for 6 sec.
technical · +0.1% Health Item efficiency per Attribute Point.
Weapons
3/3 + 2+20% damage against Elite enemies.
+30% Armor penetration +15% Stamina cost per bullet
Shoots explosive rounds.
Converts 50% of dealt damage to Thermal damage and gives a 15% chance to apply Burn.
+100% dismemberment chance +25% torso damage for 5 sec. on dismemberment
+25% tighter pellet spread -10% damage per pellet
+55% magazine capacity -20% reload speed
+30% Armor penetration +15% Stamina cost per bullet
+20% damage against Elite enemies.
+20% Crit Chance with the second half of the magazine.
Performing a Sprint Attack allows you to perform an unlimited number of combo attacks for 4 sec. Each successful attack during this effect's duration gives +5% attack speed for 2 sec. Stacks 7 times.
+25% Armor penetration with melee attacks. Thrown attacks have double Armor penetration, but have -20% effective range.
Grenades
0/1Quickhacks
Skills
Decreases Visibility to Enemies by 10%.
+10% headshot damage. +10% damage against vulnerabilities.
+1 Perk Point.
No weapon sway when crouched.
Decreases Visibility to Enemies by 10%.
+15% headshot damage +15% damage against Vulnerabilities
+1 Perk Point.
Optical Camo is active while grappling enemies.
Decreases Recovery time after a throw by 30%.
30% faster when crouch-walking and crouch-sprinting.
Damage bonuses from being undetected outside of combat persist for 3 sec. after entering combat.
+15% Optical Camo charge when neutralizing an enemy in one of the following ways:
- While undetected.
- During Focus mode.
- During Deadeye mode.
- With a thrown weapon.
Increases RAM Recovery Rate by 5%.
Increases RAM by 1.
+1 Perk Point.
Increases RAM Recovery Rate by 5%.
Increases RAM Recovery Rate by 5%.
Increases RAM by 1.
+1 Perk Point.
-20% RAM cost for quickhacks used on devices and vehicles.
+15% duration for Control and Covert quickhacks. +5% damage with Combat quickhacks.
+40% duration for Overclock.
-10% Health loss from using quickhacks during Overclock.
When active, Overclock now reveals enemies within 10 m, and allows you to quickhack non-netrunner enemies through cover.
Increases Movement Speed by 5%.
-5% Stamina cost from dodging and Dashing.
+1 Perk Point.
Increased accuracy for a short time after dodging or Dashing.
Increases Movement Speed by 5%.
-5% Stamina cost from dodging and Dashing.
+1 Perk Point.
Increased Mitigation Chance the faster you move.
+25% damage with Fast Attacks.
Air Dashing and sliding automatically reload 20% of your equipped weapon.
When attacking from midair or while time is slowed, low Stamina does not affect ranged accuracy or melee attack speed.
When Sandevistan is active:
- +40% Crit Chance.
- No Stamina cost for any type of movement.
Increases Carrying Capacity by 50.
Increases Health by 10.
+1 Perk Point.
Fists and Gorilla Arms have:
- +20% damage
- +20% attack speed
- Fists also have a chance to apply Bleeding.
Increases Carrying Capacity by 100.
Increases Health by 15.
+1 Perk Point.
+10% Crit Chance against enemies within 5 m.
+25% damage with Strong Attacks and Quick Melee Attacks.
+25% Health after performing a Finisher.
When Adrenaline Rush is active, Adrenaline decays 50% slower and cannot decay below 10%.
When Berserk is active:
- +30% enemy Health threshold to perform Finishers
- +50% Health from performing Finishers
- +30% Berserk duration
Increases Armor by 15.
Increases Cyberware Capacity by 5.
+1 Perk Point.
+10% grenade damage and explosion radius
Increases Armor by 25.
Increases Cyberware Capacity by 10.
+1 Perk Point.
Increased Shock chance from charging a Tech weapon or electric baton.
+15% Health Item effectiveness.
+30% to all cyberware stat modifiers.
+10% damage with Bolt shots. +40% Burn chance with Bolt shots. Chain Lightning now also sets enemies on fire.
When Fury is active, you occasionally release an EMP blast.