User:ArasakaApart/sandbox/temp2

Enemy Abilities

 * Frag Grenades — The enemy is equipped with a classic shrapnel grenade. Don't underestimate them – if you find yourself within their blast radius, the shrapnel can tear you to shreds.


 * Flashbangs — The enemy is equipped with flashbangs that do not deal any direct damage, but instead temporarily blind you, allowing the enemy to gain the upper hand.


 * EMP Grenades — The enemy is equipped with EMP grenades that cause serious damage to electronic systems and deal Electrical damage.


 * Biohazard Grenades — The enemy carries biohazardous grenades that explode in a cloud of poison gas and deal Chemical damage.


 * Incendiary Grenades — The enemy is equipped with incendiary grenades, which are filled with white phosphorous or thermite. Upon explosion, the target is automatically set on fire and receives Thermal damage.


 * Recon Grenade — The enemy is equipped with reconnaissance grenades, which upon exploding release mini-scanners that reveal the combat area and any hidden units.


 * Laser Grenades — The enemy is equipped with grenades that emit laser beams, cutting through metal and flesh equally like butter.


 * Graphite Tissue — Graphite tissue woven around areas vulnerable to neurological hacks effectively prolongs their upload duration, thanks to which it takes longer to hack your target.


 * Cerebral Cortex Booster — The enemy's neural network is protected by additional ICE that immediately reacts to a hacking attempt by cloning the quickhack and sending it right back to the attacker. Make sure you don't die by your own weapon.


 * Thick ICE — An enemy equipped with thick ICE is much more secure against hacking attempts. Breaching their defense architecture and anti-intrusion protocols takes more time, and in some cases certain quickhacks do not even work.


 * Second Heart — Thanks to implanted auto-defribilator and reanimation nanites, the user can single-handedly "resurrect" themselves after flatlining. It's slightly risky and sometimes unreliable – largely used during the corporate wars. If you see an eliminated enemy getting back up from the ground, they have Second Heart.


 * Kerenzikov — A classic and widely-used reflex booster that allows enemies to dodge incoming projectiles. When an enemy uses Kerenzikov, it's better to switch to melee combat, using a shotgun or blade. Let's see how they handle THAT.


 * Berserkware — A fortifying implant with a built-in hormone dispenser that can cause its user to fly into a bloodthirsty rage. When active, an enemy takes less damage, becomes more aggressive and is less prone to losing their balance.


 * Sandevistan — Sandevistan is one of the most popular reflex boosters available to purchase legally. This classic implant allows the enemy to move with lightning speed, avoiding your incoming bullets and closing in on you surprisingly quickly to engage in melee combat. When someone uses Sandevistan, it usually means they're done playing around.


 * Sandevistan Mk.1 — Sandevistan Mk.1 is an effective and reliable reflex booster. This implant allows the enemy to move with lightning speed to avoid your bullets and close in on you in mere seconds to engage in melee combat. When someone uses this Sandevistan model, it's best to try to finish the fight as fast as you can.


 * Sandevistan Mk.2 — Sandevistan Mk.2 is one of the most widely used reflex boosters available on the market. This implant allows the enemy to move with lightning speed to avoid your bullets and close in on you in mere seconds to engage in melee combat. When someone uses this Sandevistan model, you're in deep trouble.


 * Sandevistan Mk.3 — Sandevistan is one of the best reflext boosters available on the market. This implant allows the enemy to move with lightning speed to avoid your bullets and close in on you in a matter of seconds to engage in melee combat. When someone uses this Sandevistan model, you're in deep shit.


 * Biomonitor Self-destruct — Want to know what it's like to live with a ticking time bomb in your body? Kill an enemy with an armed biomon and you'll find out. Just try to keep a healthy distance, because after they flatline, their biomon will enter self-destruct mode and cause the body to explode.


 * Charge Jump — Cybermodified leg joints and reinforced, advanced muscle kinetics allow the enemy to traverse large distances with quick, high jumps. You could say it's almost superhuman, if we knew what was even human anymore.


 * Subdermal Armor — Ultra-thin, subdermal armor reinforced with nano-transmitters that react to absorb impacts from bullets or blades. An enemy with subdermal armor is more resistant to damage and is much more difficult to throw off balance.


 * Thermovision — An implant that modifies the ocular system and the areas of the brain responsible for interpreting images. Pupil-dilation and wavelength-filtering allows the enemy to see in darkness, and identify their targets' thermal signatures.


 * Masking Ink — These glowing tattoos are not just for show – they're also an impressive defense system that can confuse the tracking systems of Smart weapons. Nifty.


 * Optical Camo — The enemy can use nanoprojectors to partially blend into their surroundings and turn practically invisible.


 * Chameleon — The enemy can use supra-dermal camouflage to partially blend into their surroundings. However, the enemy's silhouette will flicker whenever they move.


 * Cooling System — Thanks to an advanced cybernetic cooling system and neuro-suppressors, this enemy is capable of immediately restoring their exhausted abilities. A killer move.


 * X-Ray Vision — Modded optic systems and enhanced neuro-simulated external surroundings allows the enemy to see you through walls.


 * Netrunning — A skilled enemy netrunner can use a variety of quickhacks against you, and they won't hesitate.


 * Combat Stim — The enemy is equipped with a combat stim injector that increases their Health and leads to temporary insensitivity to pain. Also makes it easier to act tough.


 * Juice Tank — A special tank filled with a special concoction that rapidly regulate its user's hormonal and neural activity, increasing their resistance and ensuring greater strength and effectiveness during a fight. Unfortunately, due to the tank's size and function, it's also vulnerable to external damage.


 * Dash — Thanks to this ability, the enemy is able to move much more quickly around the battlefield.


 * Charge — The enemy specializes in melee combat. They'll try to close the gap between you as quickly as possible by charging at you and slicing you into ribbons. It's happened on more than one occasion.


 * Berserk — The name speaks for itself – when this ability is used, the enemy literally enters a state of rage through an increase in hormones and overclocked combat implants. An enemy with Berserk active takes less damage, becomes more aggressive, and is less prone to losing their balance.


 * Automatic Reload — Thanks to upgraded protocols, whenever an enemy switches their weapon, that weapon will be reloaded. As you can guess, the enemy won't bother to reload – they'll just change to their secondary weapon, which will be ready to spit lead. Clever.


 * Weapon Throw — Motor reflex boosters coupled with the right training allow the enemy to throw their melee weapon at their target with significant force. Avoid it when possible, because it hurts. A lot.


 * Break Hold — Inherent vigilance, awareness enhancers, or optics linked to external cameras? Could be either one of them, but the outcome's always the same – it'll be nigh-impossible to grab this enemy from behind. You'll be detected at the very last second.


 * Grappling — During melee combat, the enemy is able to grab you – preventing you from making any movement. A risky strategy, especially if the enemy is not alone.


 * Overheating — A dangerous quickhack that directly attacks your nervous system, making your body temperature skyrocket and overheating your neural and cybernetic components. Can also result in combustion.


 * Jam Weapon — When your weapon suddenly jams and needs an impromptu reload, you'll know it was from this quickhack. An easy way to take advantage of those few precious seconds during combat.


 * Optical Camo — A quickhack that distorts the wavelengths of visible light, allowing the target to blend into the shadows. In other words, enemies become akin to chameleons and vanish from your sight.


 * Hardball — A quickhack that reinforces targets' defense systems – bullets (almost) don't hurt them and it's more difficult for them to lose balance. Now that's a tough break.


 * Resurrection — On the streets they're often called "miracle workers" or "necromancers." With the help of the right hacking tech and modded biomons, they're capable of bringing flatlined enemies back to life.


 * Call for Backup — When an enemy is alerted to your presence nearby and considers you a threat, they'll call for backup. Hard to blame them – after all, who wouldn't try to get the tides to turn in their favor?


 * Call for Backup — When an enemy is alerted to your presence nearby and considers you a threat, they'll call for backup. Hard to blame them – after all, who wouldn't try to get the tides to turn in their favor?


 * ADD — Possesses a Weakspot that can be destroyed with a weapon or overloaded with quickhacks.


 * Anti-Combustion Coating — Immune to Burn.


 * Infuser — Attacks may apply status effects (Burn, Shock, etc.) to the target.


 * Thermal Mods — Uses weapons that deal Thermal damage.


 * Electrical Mods — Uses weapons that deal Electrical damage.


 * Chemical Mods — Uses weapons that deal Chemical damage.


 * Incendiary Weapons — Uses weapons that deal Thermal damage and may apply Burn.


 * Shock Weapons — Uses weapons that deal Electrical damage and may apply Shock.


 * Toxic Weapons — Uses weapons that deal Chemical damage and may apply Poison.


 * Smokey Eye — The enemy can see you clearly through clouds of smoke.


 * Light Subdermal Armor — Ultra-thin, subdermal armor reinforced with nano-transmitters that react to absorb impacts from bullets or blades. An enemy with subdermal armor is more resistant to damage and is much more difficult to throw off balance.


 * Medium Subdermal Armor — Ultra-thin, subdermal armor reinforced with nano-transmitters that react to absorb impacts from bullets or blades. An enemy with subdermal armor is more resistant to damage and is much more difficult to throw off balance.


 * Heavy Subdermal Armor — Ultra-thin, subdermal armor reinforced with nano-transmitters that react to absorb impacts from bullets or blades. An enemy with subdermal armor is more resistant to damage and is much more difficult to throw off balance.


 * Smoke Grenade — The enemy uses hexachloroethane grenades, which create a dense smoke screen, concealing the enemy's position and actions.