TOOLS
Stun
How to use:
- Before starting a Trial, you must equip one Rig in your load-out. You unlock it by talking to the vendor (Cornelius Noakes) and spending a “Voucher” when your Reagent levels up.
- During the Trial you can throw the Stun Rig. On use, it sends out an electric shock effect in a radius around the impact. Enemies caught in that area become stunned/disoriented for a time.
- The rig has a cooldown period, meaning you cannot throw it again until the cooldown expires.
Key stats:
- Base stun duration: ~ 5 seconds*
- Effect radius (base): ~ 3 m
- Base cooldown: ~ 200 seconds
- Noise radius: ~ 15 m
Special Note:
The effect does not work (or is severely weakened) on certain “Prime Asset” enemies (for example the “Jaeger” is noted as only briefly stunable).
“Imposter Reagents” receive one health-bar damage when hit by the stun effect (in modes where imposters exist).
Upgrades:
- Level 1: Base version – Emits an electric shock that stuns and disorients nearby enemies for a short duration.
- Level 2: Increases explosion / effect radius (e.g., 3m → 6m).
- Level 3: Also destroys enemy traps/mines within the blast.
- Level 4: Extends stun duration (e.g., 5s → 8s).
- Level 5: If no enemy is hit, the cooldown is instantly reduced by 50%.
- Level 6: Players within the blast zone regain some battery/stamina.
- Level 7: Decreases the cooldown time before next use.
- Level 8: Rig is ready at trial start / after respawn.
X-Ray
How to use:
- Activate X-Ray to see through walls: reveals enemies, objectives and consumables in its range (~15 m).
- Team members can be revealed / shared intel when upgraded.
- Has a cooldown (~45 seconds base) before reuse.
Key stats:
- Base duration: ~ 8 seconds.
- Base range: ~ 15 m.
- Base cooldown: ~ 45 seconds.
Upgrades:
- Level 1: Activate — basic X-Ray vision.
- Level 2: Shared Intel — teammates see tagged enemies.
- Level 3: Resource Intel — reveals nearby consumables (meds, batteries, etc.).
- Level 4: Classified Intel — reveals sensitive items (documents, mines, traps).
- Level 5: Extended Duration — increases duration (e.g., 8 → 12 s).
- Level 6: Battery Transfer — using X-Ray recharges night vision battery.
- Level 7: Decreased Cooldown — reduces reuse cooldown (e.g., 45 → 36 s).
- Level 8: Prepared — rig is ready at trial start / after respawn.
Barricade
How to use:
- Place a portable barricade on doors/windows to delay, block enemies, or open locked doors.
- Barricade can be destroyed if enemy breaks through; upgrades improve durability.
- Has installation time and cooldown before reuse.
Key stats:
- Installation Time (base): ~ 3.5 seconds.
- Base cooldown: ~ 45 seconds.
Upgrades:
- Level 1: Activate — basic barricade placement.
- Level 2: Decreased Cooldown — (45 → 36 s).
- Level 3: Increased Resistance — barricades need extra bash to break.
- Level 4: Quick Installation — faster setup (e.g., 3.5 → 2.5 s).
- Level 5: Incoming Warning — you are pinged when enemy breaks barricade.
- Level 6: Friendly Breach — breaking a barricade speeds up cooldown.
- Level 7: Extra Barricade — can place two instead of one.
- Level 8: Prepared — ready at trial start / after respawn.
Jammer
How to use:
- Disable electronic devices (TVs, radios), unlock padlocks, doors and traps with the Jammer.
- Can be used on revives and to interfere with enemy equipment (with upgrades).
- Has a hack range (~2 m base) and cooldown (~90s base) depending on type of device.
Key stats:
- Hack Range (base): ~ 2 m.
- Base cooldown: ~ 90 seconds for many devices.
Upgrades:
- Level 1: Activate — basic disabling/hacking.
- Level 2: Pacemaker — auto-activate for self-revive or revive teammate from distance.
- Level 3: Decreased Cooldown — reduce cooldown for all hack types.
- Level 4: Improved Jammer — faster hack speeds.
- Level 5: Long Distance — increased hack range (e.g., 2 m → 8 m).
- Level 6: Rewire — turn some traps/devices against enemies.
- Level 7: Corrupt Enemies — hack enemies to disrupt behavior.
- Level 8: Prepared — ready at trial start / after respawn.
Heal
How to use:
- Deploy the Heal Rig to restore health of yourself and teammates within its radius.
- Also slows or staggers nearby enemies depending on upgrade.
- Better for support play, especially in multiplayer trials.
Key stats:
- Heal / Effect Radius: (varies by upgrade) — information not fully specified.
- Cooldown: (varies) — typically support-style cooldowns.
Upgrades:
- Level 1: Activate — basic heal area.
- Level 2: (e.g., larger radius or extra effect)
- Level 3: (improved heal speed or effect)
- Level 4: (maybe extra support effects)
- Level 5: (special effect: enemies slowed or staggers)
- Level 6: (better assist effect)
- Level 7: (reduced cooldown)
- Level 8: Prepared — ready at trial start / after respawn.
Blind
How to use:
- Deploy a Blind-mine device that emits smoke or a blinding effect when triggered by enemies.
- Best used as a trap ahead of time in high-traffic areas to avoid detection or chases.
- Has a deploy time and cooldown; slower to set up than some other rigs.
Key stats:
- Deploy time (base): ~ something like 4-5 seconds (varies).
- Cooldown: (varies) — typically higher than instant-use rigs.
Upgrades:
- Level 1: Activate — basic mine placement.
- Level 2: (e.g., faster deployment)
- Level 3: (e.g., larger radius or longer effect)
- Level 4: (maybe extra effect: slows after smoke)
- Level 5: (some additional effect)
- Level 6: (support bonus)
- Level 7: (reduced cooldown)
- Level 8: Prepared — ready at trial start / after respawn.