Impenetrable
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More: Close Range builds, Exploration builds, Solo builds, Tank builds
Points
Points
Cyberware
+61 Cyberware Capacity
+35% 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 30 sec.) Cooldown: 60 sec. outside of combat Passive Effect: -10% Cooldown Time for all other cyberware.
intelligence · +0.05% to all dealt damage per Attribute Point.
Automatically connects to your equipped Tech weapon. When aiming: Highlights enemies behind cover for 22% of your field of vision and up to 47 m. deep.
10x optical zoom when scanning or aiming.
technical · +0.5 Armor per Attribute Point.
+10% Mitigation Chance +9% Mitigation Strength
Mitigation grants a chance to reduce incoming damage by current Mitigation Strength (default: 50%).
reflexes · +0.1% Crit Chance per Attribute Point.
Launches an explosive projectile that deals massive Electrical damage. Charged shots gain: +30% damage +25% explosion radius +100% Stun chance
Assign cyberware to the quickslot and activate it with [UseCombatGadget].
cool · +0.5% damage with this cyberware per Attribute Point.
Enables the use of smart-targeting in Smart weapons. +20% target lock duration +10% Crit Damage with Smart weapons.
Directly links the user's optical implant to the weapon's system, offering real-time weapon info.
+2 Max RAM
intelligence · +0.1% Smart weapon damage per Attribute Point.
+18% movement speed
Activating a faceplate alters both your physical and digital identity, making you virtually unrecognizable. Outside of combat, you can easily escape the Law (up to Bounty level 4).
Assign cyberware to the quickslot and activate it with [UseCombatGadget].
Cooldown: 1500 sec.
intelligence · +0.05% to all dealt damage per Attribute Point.
Automatically heals you with your equipped Health Item when your Health drops below 50%. +14% Health Item effectiveness
technical · +0.1% Health Item efficiency per Attribute Point.
Functions as a powerful Health Item. Instantly restores 85 Health, then regenerates 17 Health per second for 6 sec.
technical · +0.1% Health Item efficiency per Attribute Point.
-7% all incoming damage
cool · +0.1% damage reduction per Attribute Point.
An extremely durable subcutaneous shell made of genetically modified chitin. Provides additional Health Regen.
body · +10% Health Regen Rate per Attribute Point.
Armor – simple but effective.
technical · +0.5 Armor per Attribute Point.
Health Items now also give: +10% Armor for 5 sec. -30% all Stamina costs for 5 sec. These effects can stack.
technical · +0.5 Armor per Attribute Point.
+37% Armor
body · +2 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.
Weapons
3/3Heavy weapon. Slightly reduces movement speed and jump height. Fires explosive rounds.
A special version of the weapon capable of additional modification. Optimized design also allows for improved handling.
+30% Armor penetration +15% Stamina cost per bullet
+30% Armor penetration +15% Stamina cost per bullet
Locks onto only one enemy at a time.
A special version of the weapon capable of additional modification. Optimized design also allows for improved handling.
+2 lock-on target(s) +30% lock-on speed +20% headshot damage
Drawing the weapon automatically refills its ammo up to 35%. -15% reload speed
A special version of the weapon capable of additional modification. Optimized design also allows for improved handling.
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.
When an enemy is below 50% Health, each hit to their head or limbs has a 20% chance dismember and instantly kill.
Grenades
1/1Applies an EMP effect for 5 sec.
Deals bonus damage against enemy netrunners, drones, mechs, robots and turrets.
Disables turrets for the duration of the EMP grenade effect.
Deactivates enemy cyberware for 20 sec.
Quickhacks
2Extends the base effect's duration.
+15% headshot and weakspot damage against the affected enemy.
Blinds the enemy for the duration of the quickhack. In combat, it greatly reduces enemy accuracy.
Neutralizing the affected enemy via headshot or weakspot replenishes +3 RAM units and spreads the quickhack to the nearest enemy.
Disables enemy cyberware for 10 sec. and increases all damage against the affected enemy by 5%.
At 2 stacks, permanently disables enemy cyberware.
At 3 stacks, deals Electrical damage over time. Each application refreshes the effect's duration or reapplies the effect.
At maximum stacks, enemy cyberware overloads, dealing massive damage. Cyberware Malfunction cannot be used on the same enemy again.
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.