HOME / SKILLS / PROTOCOL_01
PRE-COMBAT STRIKES
TACTICAL OBJECTIVE: NEUTRALIZE BEFORE ENGAGEMENT
01. WEAPON AMBUSH
High-velocity opening strike. Deals immediate kinetic damage to the target's HP pool before the battle screen initiates.
Subsonic Ammo and metal foam silencer. Deals damage with a silenced pistol. Can insta kill certain enemies without alerting or starting combat. Can also deal damage to enemies without starting combat if you are far enough

This shows the frag Smoke and Flash Grenade (Subject to Change)

Molotovs can burn flammable areas

Enemies and players take damage in burning areas where you throw a molotov
- HE / Molotov: Raw Explosive/DoT damage.
- Pager / Smoke: Confusion and LoS breakage.
- Flashbang: Total sensory overload (Stun).
Close-quarters execution. High critical hit chance upon battle start if undetected by the target entity.
Shoot a dart in front of you that disables enemy guns for 10 seconds.
Siphon MP from a enemy before combat.
Siphon HP from a enemy before combat.
Siphon less HP and stats from a enemy before combat.
02. ELEMENTAL & SPATIAL MANIPULATION
Lightning-infused projectile. Guarantees a ZAP status on the primary target, delaying their first turn in combat.
Metallic kinetic burst. Triggers a massive Knockback, displacing enemies and potentially cancelling their ambush attempts.
Frozen beam of ice Triggers a massive Freeze, immobilzing enemies and inflicing the potent FROZEN effect in combat.
Hot stream of fire, inflicts the ABLAZE, and deals heavily precombat damage. Can be used to burn FLAMMABLE events.
A ball of compressed wind that explodes in front of youKNOCKING back enemies away from the wind charge's impact
AOE Stun. User slams the earth, vibrating the local area to disable all nearby entities simultaneously.
03. ADVANCED INFILTRATION
> MODULE: ENEMY GRAPPLE
> ANALYSIS: Uses high-tensile wire to hook onto an enemy and zip behind them.
> RESULT: Forces an "Ambush Advantage" state, granting the user a surprise round.