Skills below are split into 7 groups.
ROLE is a big group encompassing 3 skill lines.
Each Skill line has 6 basic skills and 1 Mastery skill.
Skills here are lined up as follows: 1 Basic skill, 5 unlockable skills, and separate MASTERY and MASTERY ACED
MASTERY can be picked freely, MASTERY ACED needs an investment of 7+ skill points into its tree before it can be equipped.
All skill lines are more or less tied thematically, so if any new skills or hybrid skills are added - those should fit in-between without much hassle.
Each Skill line has also a short info about what the skills are focusing on / cool skills / summary
Clicking the colored "quick links" below, apart from the Table of Contents here will unfortunately open a new tab because Google Sites isn't the best, but at least it's readable on all devices, screens and GIFs work so hey.
If you'd rather have a more compact Google sheet version with comparison to current skills and extra notes, click here: (Gifs might be misplaced sadly)
Role Focus
Bag Hauling
Deployables
Consumables
Encumbered Debuff mitigation
Heavy Loadouts
Interesting Changes
Allowing to customize loadouts more with weapons and if MASTERY ACED is equipped - deployables
Carry a third loot bag with a downside.
Mitigating Heavy loadouts and Encumberance.
Restoring Deployable charges.
Hauling
Carrying a bag or body generates RUSH♠ (1♠/s)
and RUSH♠ decays 10% slower if your Loadout weight is Medium, 20% slower if it's Heavy.
ACED
Carrying a bag or body generates GRIT♥ (1♥/s)
GRIT♥ decays 10% slower if your Loadout weight is Medium, 20% slower if it's Heavy and 50% slower while Encumbered.
Beast of Burden
As long as you have RUSH♠, carrying objects or bodies doesn't incur any movement speed penalties to you.
ACED
Your Loadout counts as 1 tier lighter allowing for more freedom of movement
When carrying a bag or a body, shots to the back deal 20% less damage
(effect stacks when carrying multiple bags)
Walking Arsenal
You can equip any non-Heavy weapon in your secondary slot, with 50% max ammo, it counts toward your loadout weight.
ACED
You can stow away your OVERKILL weapon but it will occupy bags slot on your back and add its weight to your loadout.
Hold [Throw Bag] button to retrieve it again.
Deep Pockets
If you have a Deployable Bag in your loadout, you start the heist with one extra deployable of that type, but all your deployable bags have 2 charges less (minimum 1).
ACED
You can carry two more consumables.
Deployable Bag favors arrive full at the beginning of the heist.
Power Lifter
You can carry up to two bags. This causes your current Loadout to get 1 tier heavier.
ACED
You can hold a third bag in your left hand and pull out a secondary weapon. This will apply an Encumbered debuff.
Encumbered Debuff affects you 50% less and your max stacks of RUSH♠ and GRIT♥ are raised by 1 while Encumbered.
Restock
You can carry 2 more consumables.
You can add charges to Deployable Bags, by spending 2 Consumables of the correct type,
or 40% ammo and 2 throwables in case of Ammo Bags
ACED
If you have at least 1 consumable, every 120s you will gain another one of the same type, picking up ammo will cut this timer down by 3s
Delivery Boy
If you have a deployable bag in your loadout, it has 2 additional charges.
You throw bags 30% farther.
MASTERY ACED
You can equip a second Deployable type in your Tool slot (max 1).
Your OVERKILL meter fills 20% faster.
Picking Up OVERKILL delivery now also heals 100 Health, fully fix the Armor and give 2 throwables when picked up.
Notes
A lot of options for new "Loadout Weight" mechanic.
Carrying a lot of weapons, deployables and loot bags.
Restoring Deployable charges.
Role Focus
Extra Health, Adrenaline
Health generation
Critical Health and staying up
"Downs" and self-reviving
Light or No armor
GRIT♥
Interesting Changes
Generating Health on your own
Getting back up on your own
Possible 50% DR with no armor if at Full GRIT♥ with correct skills
Fortitude
Your maximum Health is increased by 15 for each "down" you currently have.
If you have no Armor, generate GRIT♥ (1♥/s).
ACED
The maximum number of 'downs' you can have is increased by 1, and your bleedout time is extended by 50%.
Leech
When a teammate heals using one of your Medic Bags, you heal for 40% of the amount they healed.
ACED
When you reach critical health, Gain REVENANT for 5s.
Unyielding
Increase your base maximum Health by 50.
Every time you take health damage gain GRIT♥ (1♥/5HP).
ACED
Your max stacks of GRIT♥ are increased by 2 when you don't have any Armor.
Your Critical health starts at 45% Health.
Supraphysiological
Whenever you gain Adrenaline, you gain 10% additional Adrenaline for each "Down" you currently have.
ACED
Whenever you have Adrenaline, your GRIT♥ decays 50% slower.
If you have 2 stacks of GRIT♥, continuing to gather GRIT♥ will also generate health (1HP/1♥). .
Walking Tall
Your Adrenaline degrades 25% slower for each "Down" you currently have.
If you have any amount of Adrenaline, you can use First Aid Kits to pause its degradation for 15 seconds.
ACED
As long as you're below critical Health, your GRIT♥ doesn't decay and your Health will slowly regenerate 1HP/s until you reach 30% of your max HP
Pain Asymbolia
As long as you have Adrenaline and either Stance♥♦♣♠, their effects are doubled, and you take 40% less damage to your Adrenaline.
ACED
Same effect occurs while you're below critical health.
Your max stacks of GRIT♥ are raised by 1.
Power Through
You can switch weapons and look around full 360° while being Zapped.
Nader gas grenades no longer prevent you from sprinting and it deals half the damage.
MASTERY ACED
While you're Down, your max stacks of GRIT♥ are raised by 3.
You'll gain 1 stack of GRIT♥ per kill. When you have 5 or more stacks you can press [jump] to get yourself up.
You will receive Stance♥♦♣♠ Seize and Encumbered for 5s by doing this.
Notes
A little bit of Muscle from Payday 2.
I wanted to have some more skills that will allow to recover a bit on your own when stuck in a bad position.
Role Focus
Movement and Move Set
Light Loadout
Avoiding combat
Avoiding special attacks
Avoiding damage
RUSH♠ / GRIT♥
Interesting Changes
Loadout weight skills, this time focusing on Lighter Loadouts
More focus on avoiding Combat and breaking through enemy lines and escaping danger
Runner's High
Sprinting while masked-up, or using zip-line generates RUSH♠ at a rate depending on your Loadout Weight.
Heavy Loadout will generate (1♠/s), Medium (2♠/s) and Light (3♠/s)
ACED
If you have RUSH♠ sliding generates GRIT♥ (5♥).
Drop & Roll
The height of the fall before you take damage is raised by 2m if your Loadout is Medium and 4m if it's Light. You take less falling damage overall.
ACED
When receiving environmental or fall damage, GRIT♥ is consumed first to mitigate it (1♥ / 2 DMG).
Move & Cover
Your base crouch speed is increased by 10%.
As long as you're crouched, your GRIT♥ decays 25% slower
ACED
Vaulting and mantling gives RUSH♠ and GRIT♥ (2♠ and 2♥).
As long as you're crouched, your GRIT♥ bonus is doubled
Slide Tackle
If you have any stacks of GRIT♥ and slide into one or more Non-Special enemies, consume 1 stack of GRIT♥ and stagger those enemies.
ACED
Staggering enemies this way gives FOCUS♣ (10♣).
Your slide staggers 1 more enemy in 3m radius per stack of FOCUS♣ you have.
Battering Ram
As long as you have both GRIT♥ and RUSH♠, you can sprint through locked doors to breach them.
Only effective on doors with locks that can be picked or shot
ACED
As long as you have both GRIT♥ and RUSH♠: You can sprint into or melee attack Non-Special Enemies, Shield SWAT or Zappers to knock them back, consuming 1 stack of RUSH♠ and GRIT♥.
Swift
Your base sprinting speed when masked on is increased by 10%.
While sprinting, you have 10% chance to dodge incoming shots per stack of RUSH♠ you have.
ACED
You have a better air-control and can mantle mid-air, as long as your current loadout is Medium or Light.
Your max stacks of RUSH♠ are raised by 1 if Your loadout is Medium, or 2 if it's Light.
Balanced
As long as you have RUSH♠ and an enemy or effect would stagger you, consume 1 stack of RUSH♠ instead and ignore the stagger.
MASTERY ACED
As long as you have 2+ stacks of RUSH♠, Dozer kicks, Cloaker kicks or Zapper shots will miss and consume 2 stacks of RUSH♠
Notes
Less Stance♥♦♣♠ juggling and calculations on which buff you need, will get, will spend etc.
Focusing on Combat avoidance and navigation.
Back Up
Role Focus
Human Shields
Aggressive Stealth
Takedowns
Kinda Melee Combat
RUSH♠ / GRIT♥
Interesting Changes
Non-lethal takedowns
MASTERY ACED is an option for self-sufficiency while dancing around human shields
Gaining health from human shields
Warm Embrace
Holding a human shield generates RUSH♠ (2♠/s).
You move 5% faster while holding a human shield.
ACED
Holding a human shield generates GRIT♥ (2♥/s).
You move 5% faster while holding a human shield.
Soft Assets
If you have GRIT♥ and shove away a SWAT you held as a human shield, 1 stack of GRIT♥ is consumed, and you repair one armor chunk. This ability only triggers once per enemy.
ACED
Your max stacks of RUSH♠ and GRIT♥ are raised by 1 as long as you hold a human shield.
Groundskeeper
You perform takedowns 60% faster.
ACED
Grabbing Guards or First Responders will instantly intimidate them, and pushed away they'll immediately cower.
After performing takedown, gain 2 stacks of RUSH♠ and 2 GRIT♥.
Pin Puller
If you have RUSH♠ and shove away a SWAT you held as a human shield, 1 stack of RUSH♠ is consumed, and the SWAT’s smoke grenade is triggered when they land. Only one grenade per SWAT can be triggered.
ACED
Instead of a Smoke grenade, a flashbang is triggered.
Savage Takedown
Whenever you grab a human shield, any civilian within 5 meters that can see you will immediately become intimidated.
ACED
If you have RUSH♠, your takedowns will stagger nearby non-special enemies and give 20 Health
Pressure Points
Corpses you've left after performing a takedown need to be examined in detail before civilians and guards realize they are dead.
ACED
Takedowns are now non-lethal.
Investigated bodies won't cause an alarm, but search mode instead.
If alarm is raised, Incapacitated victims will wake up and stay cowered for at least 60s.
Live Feed
Taking down a guard will automatically answer their radio if it wasn’t already answered.
MASTERY ACED
Holding a guard as a human shield delays his radio for as long as you hold him including lead guards.
While holding a human shield you have REVENANT.
Notes
Great tree to revisit when (if) melee weapons come back?
Some counter-play against Lead guard added, along with ways to regain health
Role Focus
Stunning and Debuffing enemies
Tactical Throwables
Infrasonic Mines
Crowd Control
FOCUS♣
Interesting Changes
Infrasonic Mines skills and more utility, recovering them
Using Infrasonic Mines to get out of stuns or downs
Action Radius
Stunning or staggering an enemy, gives FOCUS♣ (3♣)
ACED
Your Tactical Throwables and Infrasonic Mine area of effect is increased by 20%.
Crowd Control
Civilians affected by your Tactical Throwables will cower for a duration that is twice as long as if you had shouted them down.
Civilians 3m around your Infrasonic mine will cower indefinitely and HRT will attempt to disarm the Mine first if accessible.
ACED
Guards and First Responders will surrender when affected by your Tactical Throwables or Infrasonic Mine, while SWAT has 2% chance to surrender per your stack of FOCUS♣
Coup De Grâce
You deal 10% more damage when you shoot a staggered or stunned enemy. and 5% more per stack of FOCUS♣ you have.
ACED
Killing a staggered or stunned enemy gives FOCUS♣ (5♣)
Discombobulate
Enemies affected by your Tactical Throwables or Infrasonic Mine suffer a 40% accuracy debuff for the duration of the stun and for 5 seconds seconds after it wears off.
ACED
As long as you have FOCUS♣, killing a Sabotage Specialist or a Nader will restore 1 Infrasonic Mine.
You can now carry 2 more Infrasonic Mines.
Expose
Shots fired at enemies affected by your Flashbang or Stun Grenade will ignore armor for as long as they are stunned.
ACED
Effect now also can be applied with Infrasonic Mines.
If you have any FOCUS♣, enemies affected are also spotted.
Contingency
Your FOCUS♣ decays 50% slower.
While stunned or zapped, you can use one Infrasonic Mine to stun enemies around and escape
ACED
If you have no Infrasonic Mines for 60s, gain 1 Infrasonic Mine.
Reverberate
Any stun effects you apply last 20% longer.
MASTERY ACED
You recover from Flashbangs and Stun grenades and mines 50% faster
While downed you can use an Infrasonic Mine to stun enemies around, then you can press [jump] to get yourself up.
You will receive Stance♥♦♣♠ Seize and Encumbered for 10s by doing this.
Notes
Changed a lot of text specifying what certain special grenades do to just "tacticals".
If there's any new grenades added those skills should be able to work with them.
Role Focus
Hostages
Trading for time and supplies
Intimidation
ECM Utility
Shared team bonuses
Interesting Changes
ECM skills that represent opening negotiation line with Law Enforcement to talk
Hiding amid hostages
Hostages "like" you more and help
Shared trade values with the team
Leverage
You tie up and trade hostages 50% faster.
Intimidating and tying civilians gives RUSH♠ (2)
ACED
Whenever you trade a hostage, they count as one additional hostage.
Trading hostages gives RUSH♠ (4♠)
Intimidating Guards, First Responders or SWAT gives RUSH (5♠)
Overbearing
Your shout range for intimidating civilians is increased by 20%.
Civilians stay down 50% longer after being shouted down.
You can now order up to three tied hostages to follow you.
ACED
As long as your Loadout is Medium or Light:
Crouching 2m away from a civilian or a hostage gives PHANTOM.
Staying near civilans or a hostage stops PHANTOM from decaying.
Silver Tongue
Trading Employees, Guards or Law Enforcement counts as trading an additional hostage.
ACED
Civilians also count as additional hostage.
Trading Hostages during Negotiations gives your crew 10 more seconds per negotiation cycle.
Negotiator
Every hostage you trade between assault waves reduces the next player's time in custody by 10 seconds; the minimum time spent in custody is capped at 10 seconds. This time reduction resets after any player has been taken into custody.
Gain a full stack of RUSH♠ during Negotiations phase
ACED
Activating an ECM Jammer will freeze the negotiations countdown
All of your trade for consumable bonuses are now applied to the whole team
Menacing
You can shout at Guards, First Responders or SWAT within 5 meters of you to force them to surrender.
Once fully surrendered, the SWAT obeys all the rules of a civilian, including any penalties for killing them. You can't have more than one SWAT as a hostage at any time.
ACED
You can intimidate one more SWAT.
Guards, First Responders will surrender 25% faster.
Stockholm Syndrome
When you're downed, you can shout at a tied down or cowering hostage within range to try and reach you and revive you.
Guards and HRT take 5s longer to free your hostages
ACED
Any tied down or cowering hostage within range will actively seek you out and revive you.
Hostages freed by a Guard during Stealth will stay cowering for 60s and will cause Search Mode to trigger instead of alarm.
Open Line
Trading hostages for resources now yields 2 additional resources of the type you're due to receive.
MASTERY ACED
You or Teammates traded from custody come back with 2x more Armor, Ammo and Throwables.
While ECM Jammer is active, you can trade hostages during Assault phases for 50% value (max 2 supplies).
Notes
Bonuses shared with the team will lower the frustration of people trading hostages at low value.
Trading during Loud with MASTERY ACED.
Back Up
Role Focus
Medic Bags, First Aid Kits
Reviving Players
Keeping others Healthy, even on the move
Extended Heists when low on supplies
Playing with Stances, keeping them up longer
Interesting Changes
Healing others directly
(Unless they don't want to?)
Unnoticed reviving
Removing debuffs
Giving survivability buffs
Stitch
You revive teammates 20% faster.
Medic Bags you deploy have 2 additional charges.
ACED
When you start reviving a teammate, you gain max stacks of GRIT♥.
When reviving a teammate, you take 20% less damage per stack of GRIT♥ you have.
Steady Hands
All placed Medic Bags heal you and your teammates for an additional 20 Health upon interaction.
Both the interacting teammate and you gain 1 stack of GRIT♥.
ACED
Using First Aid Kit or Medic Bags will also heal teammate 10m away from you by 40% of the amount healed.
Extra Charge
Your Medic Bags are deployed 40% faster and have 2 additional charges.
ACED
Using your Medic Bags gives the interacting player 1 stack of RUSH♠.
Special Enemies you kill drop 1 First Aid Kit as well as their Armor Repair Kit.
Combat Medic
If you have any stacks of GRIT♥, successfully reviving your teammate will consume them and give both you and that teammate BULLETPROOF for 2s per consumed GRIT♥ stack.
ACED
Revived Teammates additionally get 10 HP per stack of GRIT♥ consumed and gives you a First Aid Kit if possible.
Using Medic Bags will remove all debuffs and gives REVENANT for 5s.
Code Blue
Whenever a teammate is downed or disabled, you gain max stacks of RUSH♠.
You pick up teammates 10% faster per each stack of RUSH♠.
ACED
While Reviving a teammate both you and the teammate gain 1 stack of GRIT♥ and PHANTOM.
Triage
Every stack of Stances♥♦♣♠, will heal you for an additional 5 points when you interact with a Medic Bag or First Aid Kit.
You interact 50% faster with Medic Bags and First Aid Kits.
ACED
This bonus is applied to the whole team.
Your Medic Bags heal players more the less Health they have and halts Stances♥♦♣♠ decay for 10s.
Walking Pharmacy
You can carry 2 more consumables.
Whenever you pick consumables in a neat pile, Double-tapping "pick up" will grab as much of them as possible at once. You also deploy them as a stack of up to 5.
MASTERY ACED
Your First Aid Kits are visible on your belt for teammates to use. These can't grant Adrenaline.
Every 60s, gain one First Aid Kit.
As long as you have GRIT♥, you and teammates 10m away from you regenerate 0.1 HP/s per stack of GRIT♥ you have.
Notes
Wanted to put more options for players seeking the Medic player or the player actively healing up teammates.
One issue might arise if some players want to stay at low health if some skills reward low HP.
Role Focus
Armor Bags, Armor Repair Kits
Damage mitigation or immunity
Keeping Armor repaired
Team Armor
Heavy Armor
More plate options
GRIT♥
Interesting Changes
Damage Resistance with slower Armor Recovery tradeoff
Gaining and sharing Armor Repair Kits.
Skills working with any and all armor types in the future
Gaining RESILIENCE and BULLETPROOF
Scratch Proof
Increase the regeneration speed of your armor chunks by 20%.
Your Armor Bag has 2 additional charges.
ACED
Whenever one of your armor chunks breaks, gain 1 stack of GRIT♥ (10♥).
Hardy
Every time you take armor damage, gain GRIT♥ (1♥/5HP)
ACED
When one of your armor plates breaks, gain BULLETPROOF for length depending on the broken plate's Damage Resistance.
(Damage Resistance % x 5)
ex.
-Resistant - 3s (0.6x5)
-Adaptive - 1.5s (0.3x5)
-Impact -0s
Extra Plates
Your Armor Bags are deployed 40% faster and have 2 additional charges.
ACED
Using your Armor Bags gives the interacting player 30 stacks of RESILIENCE
Special enemies you kill drop 1 additional Armor Repair Kit.
Ironclad
GRIT♥ gains are 50% higher for active armor plate you still have.
Whenever your armor regenerates, Gain 2 stacks of RESILIENCE.
ACED
Your max stacks of GRIT♥ are increased by 2 as long as you have any armor.
Your Armor Bags and Armor Repair Kits will repair 2 chunks of armor.
Last Man Standing
If damage would normally down you, available GRIT♥ is consumed to gain BULLETPROOF for 2s per stack of GRIT♥ consumed, plus an additional 2 seconds for each crewmate that’s downed or in custody.
After this effect has been applied, your GRIT♥ is seized until you heal using a Medic Bag or First Aid Kit, or until you're downed.
ACED
The damage immunity timer is doubled and you get a full stack of EDGE♦.
Custom Tailored
Your armor weight is reduced by 1 tier when calculating your loadout weight.
ACED
While you have any armor, gain flat 10% Damage Reduction, but every plate regenerates 20% slower
(This adds to Hardy calculations).
RESILIENCE cannot drop below 15 stacks as long as you have full armor.
Hold Together
If you have no armor, you can interact with an Armor Repair Kit to restore 1 armor chunk.
MASTERY ACED
Your Armor Repair Kits are visible on your belt for teammates to use.
Every 60s Gain one Armor Repair Kit.
Using an Armor Bag or Armor Repair Kit will also fully repair their current or 1st Armor chunk of teammates 10m around you and grant 20 Stacks of RESILIENCE
Notes
Skills worded in a way that should work with any and all plates, including Impact.
More active involvement in team armor
Role Focus
Marking enemies
Stances♥♦♣♠
Team Buff / Enemy Debuff
Motion Trackers, also in combat
Interesting Changes
More focus on Stances♥♦♣♠ and their effects along with teamplay.
Along with allowing motion trackers to be used in loud much more.
Beacon
You can mark 1 additional target.
Your marks last 40% longer.
ACED
You can mark 1 additional target.
Stances♥♦♣♠ decay 10% slower for you and any teammate 10m around you.
Combat Marking
As long as you have EDGE♦, you deal 10% more damage per stack against any marked target.
Shooting marked targets gives EDGE♦ (2♦)
ACED
Deal another extra 5% damage and the effect is shared with the whole team.
Your max stacks of EDGE♦ are raised by 1.
Threat Assessment
As long as you have GRIT♥, you take 10% less damage per stack from any marked target.
Taking damage from marked target gives GRIT♥ (4♥)
ACED
Take extra 5% less damage and the effect is shared with the whole team.
Your max stacks of GRIT♥ are raised by 1.
Misdirect
As long as you have RUSH♠, you have a 10% chance of avoiding taking damage from shots fired by marked enemies per stack.
Killing marked targets without taking damage gives RUSH♠ (6♠)
ACED
Teammates shooting the marked target have high a chance to stagger them.
Your max stacks of RUSH♠ are raised by 1.
Pinpoint
Your armor penetration against any marked target is 0.3 higher per FOCUS♣ stack
Killing marked target with a critical hit gives FOCUS♣ (8♣)
ACED
Armor penetration bonus is now 0.6 and the effect is shared with the whole team.
Your max stacks of FOCUS♣ are raised by 1.
Re-engineered
Your Motion Trackers can spot up to 60 enemies before expiring (up from 30)
ACED
Killing a Techie will restore 1 Motion Tracker
The Turret will intimidate the civilians in its targeting arc.
In Stealth - Turrets won't shoot enemies but will spot them for you from afar.
Marked for Death
Whenever you are downed or disabled by an enemy, that enemy and up to 5 enemies within 5 meters of you are marked.
MASTERY ACED
Those enemies are marked for as long as you're downed.
If those enemies are killed, you can press [jump] to get yourself up.
You will receive Stance♥♦♣♠ Seize and Encumbered for 10s by doing this.
Killing marked enemies grants double the Stance♥♦♣♠ gains for you and your teammates.
Notes
Tried to fit it more into a leader role / Mastermind / Crew Chief.
Should be a nice skill line for those supporting newer players.
More Motion Tracker / Turret utility.
Skills that allow Generating Stances♥♦♣♠
Back Up
Role Focus
ADS, Scoped shooting
Critical shots
Shooting while still
Killing Specials
FOCUS♣ / EDGE♦
Interesting Changes
Simplified some buffs.
You can gain HIGH GRAIN ammo with critical hits.
Marksmanship
Standing still while aiming down sights generates FOCUS♣ (1♣/s).
ACED
Performing a headshot while aiming down sights gives FOCUS♣ (5♣).
Collateral Control
If you destroy an environmental hazard or a Special enemy's weak point, like the Zapper's battery or the Nader's belt, the explosion will only affect enemies.
ACED
If you destroy an environmental hazard, Special enemy weak point or kill a Special enemy, Gain 1 stack of EDGE♦ (10♦).
Long Shot
Your first shot recoil while in ADS is reduced by 15% and additional 5% per stack of FOCUS♣ you have.
As long as you have FOCUS♣ and are aiming down sights, distance penalties do not apply to headshot multipliers.
ACED
While you're using a scoped weapon, your max stacks of FOCUS♣ are raised by 1 and you gain it twice as fast.
When you have 2 or more FOCUS♣, gain EDGE♦ every time you gain FOCUS♣ as well.
Precision Shot
Whenever you perform 2 critical hits without missing or swapping your weapon, gain a PRECISION SHOT.
ACED
Your PRECISION SHOT deals extra 5% critical damage per stack of EDGE♦ you have as well.
Cutting Shot
As long as you have FOCUS♣ and are scoped in, your shots will penetrate through 1 additional target.
ACED
As long as you have FOCUS♣, critical kills have a chance to cause non-special enemies nearby to stumble, based on the damage dealt to the original target.
Headhunter
As long as you have FOCUS♣ and are scoped in, critical hits will replace 1 ammo in your next magazine with HIGH GRAIN ammo.
ACED
As long as you have FOCUS♣ and EDGE♦, this ammo is immediately fed directly into your magazine.
Killing a Sniper WITH a headshot gives max stacks of FOCUS♣ and EDGE♦.
Speed Aim
Increase your ADS and scope-in speed.
MASTERY ACED
Killing special enemies charges your OVERKILL call-ins 2x faster.
Your Sharpshooter skills apply to OVERKILL Rifle type weapons as well as working with any scope or sight.
Your FOCUS♣ decays 50% slower.
Notes
Rewarding precision and buffing scoped weapons.
MASTERY ACED allows you to use "scoped" skills with any weapon or sight
Role Focus
Adrenaline
Silenced Weapons
Killing marked Targets / Specials
Shooting while unseen
RUSH♠ / EDGE♦
Light Loadouts
Interesting Changes
Silent Smoke grenades for Stealth use.
Using smoke to hide during Loud
Using Light loadouts
Bag 'em & Tag 'em
Whenever you kill an enemy with a suppressed weapon, gain RUSH♠ (2♠).
ACED
Whenever you mark a Guard or Law Enforcement, gain RUSH♠ (2♠).
If you have 2 or more stacks of RUSH♠, gain EDGE♦ as well (2♦)
Skimming the Ground
Your crouching movement speed is increased by 10% and additional 5% if your loadout weight is Medium, or 15% if it's Light
ACED
When crouched, you are detected 10% slower and additional 5% if your loadout weight is Medium, or 15% if it's Light.
Enemies will prioritize your other teammates by the same amount.
Drop Cloth
Whenever you kill a guard with a suppressed weapon, their body can't be detected during the first 10 seconds. Any radios from guards you kill this way won't activate until the 10 seconds have passed.
ACED
Your Smoke Grenades do not make a sound and last twice as long.
In Stealth, Smoke will stop Line of Sight, but will cause Guards to come and investigate, if they see the grenade after smoke settles, they'll call for search.
If it goes off 5m near Civilians or Employees, It'll cause them to call security.
Duck and Weave
You deal 10% more damage to enemies from behind, per stack of RUSH♠ you have and additional 5% if your loadout weight is Medium or 15% if it's Light.
ACED
Entering smoke gives you PHANTOM.
Staying in smoke stops PHANTOM from decaying.
Killer Kinesthetics
Whenever you kill a marked enemy with a suppressed weapon, the nearest unmarked enemy within 10 meters of the target will become marked.
ACED
Killing a marked enemy gives 1 stack of EDGE♦ (10♦)
Assassin's Mettle
Killing a spotted enemy with a suppressed weapon gives REVENANT for 1s if your Loadout is Heavy, 2s if It's Medium and 3s if Light
ACED
REVENANT does not decay as long as you're not targeted or in smoke.
Death Knell
Any enemy affected by your throwables becomes spotted.
MASTERY ACED
Kills with a silenced weapons do not end PHANTOM.
Any effects applied to marked targets now also apply to spotted enemies.
Your Max stacks of EDGE♦ and RUSH♠ are raised by 1 and decay 20% slower.
Notes
Enforces the theme of "staying hidden and in the shadows,
knowing where the enemies are and preparing for a spree"
MASTERY ACED causes "marked" skills to also affect "spotted" enemies
Role Focus
Hipfire, Precision, Rhythm
Swapping Weapons
Light weapons and Sidearms
Avoiding reloads
EDGE♦ / FOCUS♣
Interesting Changes
ADS wont end EDGE, just decays faster.
FINISHER can now work however player wants with Triple Tap skill.
Critical damage skills and applying some "mini critical" damage
Quickdraw
Switching your weapon, gives EDGE♦ (2♦).
While ADSing, your EDGE decays 50% faster
ACED
You fire and reload Sidearms 20% faster
Performing headshots with your weapon in hipfire will give EDGE♦ (5♦)
From the Hip
As long as you have EDGE♦, your hipfire spread is decreased and critical hits generate FOCUS♣ (5♣).
ACED
Your max stacks of FOCUS♣ are raised by 1 and will also contribute to decreased hipfire spread but your FOCUS♣ decays 10% faster.
Heavy Hipfire
Your hipfire shots have a chance to cause heavy stagger per stack of EDGE♦.
ACED
As long as you have FOCUS♣ your hipfire shots have +0.1 higher Armor Piercing per stack.
Continuous hits will add to the effect until the target is dead or you miss.
Triple Tap
As long as you have EDGE♦, Landing 2 bodyshots on a marked enemy will grants FINISHER.
ACED
FINISHER now works only when ADSing as long as you have a sight or a scope with a magnification under x1.5
EDGE♦ decay is no longer accelerated when ADSing.
Locked and Loaded
As long as you have FOCUS♣, ammo pickups for your unequipped weapons are added directly to those weapons' magazines.
If your magazine is full, it's added to your reserves instead.
ACED
Your unequipped weapons slowly reload themselves on their own.
Body Expertise
As long as you have FOCUS♣ 25% of critical damage bonus is also applied to bodyshots.
ACED
Deal additional 5% critical damage per stack of FOCUS♣ and EDGE♦ you have.
Run and Gun
Increase your weapon swap speed.
You can shoot sidearms while sprinting.
MASTERY ACED
You can equip sidearms in primary weapon slot and Light weapons in secondary slot.
Any Sidearm skills now also apply to Light weapons
Your Max stacks of EDGE♦ and FOCUS♣ are raised by 1 and decay 2s slower
Notes
Focus on Gun-Fu and light loadouts / Sidearms.
Helping out weapons with low armor piercing.
Body expertise is kinda back, re-adding those "mini-crits" to body shots (targeting vital areas, right)
Back Up
Role Focus
Full auto weapons
Ammo regen, Big magazines
Suppression
Fast Firing other weapons
Heavy weapon bonuses
EDGE♦ / RUSH♠
Interesting Changes
Heavier weapons and bigger magazines = bigger bonuses.
Ammo Funnel / Replenish moved to ACED and need RUSH♠ - not too hard to do, and reflects the Enforcer EDGE♦ and GRIT♥ needs.
Itchy Trigger might be interesting
Full Send
Every enemy you hit gives EDGE♦ (2♦)
This effect can only happen once per enemy.
ACED
Reloading a weapon with an empty magazine is 10% faster, and gives EDGE♦ (5♦).
Recoil Handling
Your weapon recoil is reduced by 10% if it's Light, 20% if Medium and 30% if Heavy.
ACED
Your max EDGE♦ stacks are raised by 1
If you have 2 or more EDGE♦, generate RUSH♠ at the same rate as EDGE♦.
Suppressive Fire
Every bullet you shoot, gives EDGE♦ (1♦)
As long as you have EDGE♦, every shot from your weapon has a chance to inflict a heavy stagger.
ACED
Reloading when standing still is 4% faster per stack of EDGE♦ you have.
Every 5th shot gives a stack of RESILIENCE.
Ammo Funnel
Your Medium weapon's box or belt magazines are 10% bigger, or 20% if they're Heavy.
ACED
Your Medium weapon's box or belt magazines are now 20% bigger, or 40% if they're Heavy.
As long as you have EDGE♦ and RUSH♠, ammo you pick up is directly added to your equipped weapon's magazine.
If your magazine is full, it's added to your reserves instead.
Replenish
You gain additional 10% Ammo from ammo drops.
ACED
As long as you have EDGE♦ and RUSH♠ you automatically pick up ammo dropped by enemies you have killed.
Itchy Trigger
Semi-Auto weapons can be shot 25% faster and cycled / pumped 10% faster per stack of EDGE♦ you have.
ACED
Your equipped semi-auto weapons now auto-fire.
Your equipped automatic weapons fire 5% faster.
Sprint Loaded
You can reload, and cycle weapons while sprinting.
MASTERY ACED
You can equip any SMGs in your secondary weapon slot at 50% max ammo capacity.
Reloading is 4% faster per stack of EDGE♦ you have.
Taking damage when firing or reloading gives GRIT♥ (2♥).
Notes
Spraying into enemies has more purpose now.
Wondering about auto-firing semi-auto weapons. Shotguns and bolt action rifles should probably be spared from this
Role Focus
Close Quarters Combat
Shotguns, Lever Actions.
Small Magazines.
Reloading
EDGE♦ / GRIT♥
Interesting Changes
Seeing Red for high risk / high reward playstyle.
Pretty much just reinforcing Vanilla tree. It's pretty powerful already.
Danger Close
Killing an enemy within 5 meters range, gives GRIT♥ (5♥).
ACED
If you have GRIT♥, killing an enemy within 5 meters range, gives EDGE♦ (5♦).
Quick Reload
As long as you have both GRIT♥ and EDGE♦, you have increased reload speed.
ACED
You reload tube magazines (ex. Shotguns, Lever Action rifles), 2 shells at a time.
Face to Face
As long as you have both EDGE♦ and GRIT♥, you deal 10% extra damage to targets within 5 meters of you.
An indicator will show up when this skill is active.
ACED
As long as you have at least 2 stacks of both EDGE♦ and 2 stacks of grit GRIT♥, you deal 100% more damage to Shield SWAT visors, Dozer helmets and Techie refraction shields.
Solid
As long as you have both EDGE♦ and GRIT♥, you're immune to stagger effects.
ACED
As long as you have both EDGE♦ and GRIT♥, Killing an enemy within 5m gives 1 stack of RESILIENCE
Combat Reload
While reloading, stop EDGE♦ and GRIT♥ stacks from decaying.
ACED
Every reloaded shell or cartridge gives EDGE♦ and GRIT♥ (2♦ and 2♥)
Seeing Red
Your max stacks of EDGE♦ and GRIT♥ are raised by 1 but they decay 10% faster.
Taking or dealing damage generates EDGE♦ and GRIT♥ (1♦ and 1♥ /10DMG taken or dealt)
ACED
Your max stacks of EDGE♦ and GRIT♥ are further raised by 2 and decay another 20% faster.
Killing a Dozer WITH a Shotgun gives max stacks of EDGE♦ and GRIT♥
Shock & Awe
Killing an enemy within 5 meters of you has a chance to stagger all Non-Special enemies within 5 meters of you.
MASTERY ACED
You can equip any Shotgun as your secondary weapon at 50% max ammo capacity.
All distances specified in this skill line are doubled.
Notes
Enforcer is a powerful skill line, not much changed, added some focus on shotguns.
Instead of Armor Piercing, focuses on raw damage and staggers.
MASTERY ACED allows any shotgun into secondary slot and expanding skill proc range to 10m if you'd like to use other weapons
Role Focus
Ammo Bags, Ammo Kits
Ammo drops bonuses
Throwables regain
Sharing Ammo / Ammo bonuses
Interesting Changes
HIGH GRAIN applies to your magazine instead of running on a timer.
Sharing ammo and ammo skills with teammates.
HIGH GRAIN generation without using Ammo Bags
Restoring Ammo in Ammo Bags
Ammo Kit usage
"Plate Up Brass Armor" skill updated to work with any armor plate
Fully Loaded
Your reserve ammo capacity is increased by 20%.
Ammo bags you deploy have 2 additional charges.
ACED
Whenever you pick up ammo, if your current weapon's magazine is full, you gain EDGE♦ (3♦).
Scrounger
As long as you have EDGE♦, every 13th collected ammo drop will replenish one of your throwables.
Your ammo pick up range is extended by 10%.
ACED
Instead of 13th - Every 7th collected ammo drop will replenish one of your throwables instead.
Your ammo pick up range is extended by another 10%.
Extra Rounds
Ammo Bags you deploy have 2 additional charges.
ACED
Special Enemies you kill will drop Ammo Kit.
Ammo kits will give HIGH GRAIN to your next reloaded full magazine.
Brass Armor
As long as you have GRIT♥, ammo drops will boost your armor regen by 1s.
This effect cannot occur more than once every 2 seconds.
ACED
Reloading an Empty weapon gives you 1 stack of GRIT♥ and 10 stacks of RESILIENCE.
Heavy Grain
Placing and using an Ammo Bag applies HIGH GRAIN to your next reload.
ACED
Placing and using an Ammo Bag fully reloads your weapons and applies HIGH GRAIN to your other weapons as well.
Your Ammo Bags explode violently when Cloakers destroy them (for fun).
With Malicious Intent
As long as you have EDGE♦ and GRIT♥, the first 2 loaded shots after a reload are HIGH GRAIN.
ACED
Bonus is now applied to first 5 shots.
Top Up
Interacting with any ammo bag will restore an additional 20% ammo and fully restock your throwables.
Ammo Kits will also restore 1 throwable.
MASTERY ACED
Every 30s one Ammo Kit spawns on your belt for teammates to use. It will also restore 1 throwable for them.
Any ammo dropped 20m around your ammo bag will slowly refill its charges.
50% of any Ammo, or Ammo buffs you recieve are shared with teammates 20m around you.
Notes
Added more utility to Ammo Kits (Not Ammo boxes dropped by enemies! the consumable!)
Helping teammates restore ammo and throwables when on the move
MASTERY ACED allows for restoring charges in your Ammo Bag as long as its on the frontlines.
Back Up
Role Focus
Throwables, Explosives
Applying Debuffs
GRIT♥
Interesting Changes
More throwable cooking and use options.
Turning throwables into traps
More throwable recovery options.
Payload
Explosions caused by your shots or throwables have their area of effect increased by 20%.
ACED
Whenever you cause an explosion, gain GRIT♥ (5♥).
Your explosions have an additional 10% area of effect.
Cooker
Holding an explosive throwable before throwing it, generates GRIT♥ (2♥/s).
ACED
Holding an explosive throwable will consume 1 GRIT♥ stack every second to raise the damage by 100% for every stack consumed
These explosions can stagger special enemies.
Shell Shock
Any enemies damaged by your explosions get a permanent penalty of 20% to their accuracy. This effect does not stack.
Killing those affected special enemies will give GRIT♥ (6♥).
ACED
Non-special enemies damaged by your explosions will lose all Armor.
While you have GRIT♥, dropping an empty magazine or MGL shell has a 20% chance for enemies to behave like it's a live grenade (for fun)
Shakedown
Every 10th explosion kill will restore 1 throwable.
Killing a Nader will restore 1 throwable.
ACED
Explosive kills cause enemies to drop additional ammo drops.
Killing a Nader WITH an Explosion gives max stacks of GRIT♥.
Flak Jacket
When available, 2 GRIT♥ stacks are consumed and you gain BLAST SHIELD.
Your max stacks of GRIT♥ are raised by 1.
ACED
Taking explosive damage gives GRIT♥ (5♥).
Shield SWAT, Zappers, and Cloakers won't attempt to stun you while you're holding a grenade and will try attacking from afar.
Controlled Demolition
You can hold the timed throwable indefinitely and it will not go off in your hand
ACED
Holding an explosive throwable for at least 2s allows you to place them as tripwire trap on a wall, or proximity trap on the floor. Triggered Trap Grenade will immediately explode.
Extra Munitions
Your throwable capacity is increased by 2.
MASTERY ACED
You can equip a second throwable type in your Tool Slot at 50% max capacity
Any explosive throwable will cause a second, smaller blast 1s later.
Your OVERKILL Explosive weapons arrive with 1 more magazine worth of ammo.
Notes
Terrorizing enemies and placing traps.
MASTERY ACED allows carrying 2 throwable types
Role Focus
Turrets
Drills etc.
Interaction times
Keeping Hostages suppressed from running
Interesting Changes
Adding some basic skills for using normal tools like drills etc
More turret options, maybe you'd like a fast heating up, then exploding twice turret
Drilling Safes
Greased Gear
Increases the max heat build-up of your Turret by 50%.
You place, adjust, and fix broken drills 25% faster
ACED
Increase the max heat build-up of your Sentry Turret by another 50%
You can place drills on safes.
AP Turret
Increase armor penetration of Sentry Turrets you deploy by 1.
ACED
Armor penetration is increased by another 1, but the turrets now shoot 25% slower (and build up the heat slower by extension)
Cooling System
Reduce heat build-up from damage, electrical explosions or hack attempts by 30% for all Turrets.
You assemble thermal drills and oxygen tanks 25% faster
ACED
The heat will very slowly dissipate on its own, unless the Turret reaches 100% and breaks.
Planned Obsolescence
Whenever your Turret overheats, it will cause an explosion that damages NPCs in an area.
ACED
After reaching 75% heat, the Turret will release an electrical explosion stunning Non-Special enemies and destroying any Techie Drones nearby.
This explosion resets when the Turret's heat falls under 50% or is picked up and redeployed.
Overclocking
Your Sentry Turret can now rotate 360 degrees to acquire its targets.
You use Plasma Torches 50% faster
ACED
Your sentry turns, shoots and heats up 50% faster.
Tower Defence
You can now deploy a second Sentry Turret, but all your Turrets build heat 50% faster while shooting.
ACED
You can deploy one additional Sentry Turret.
You interact with Turrets 25% faster.
Targeted Fire
Your turrets will switch targets to whichever enemy you mark manually, if it's within line of sight. If you mark multiple enemies, it will prioritize the last one you marked.
MASTERY ACED
Your turrets deal 25% more damage against any spotted enemy and they can shoot targets 50% further away.
Increase the max heat build-up of your Sentry Turret by another 50%.
Notes
Faster and more flexible drills, More turret options.
Drilling safes.
MASTERY ACED buffs turrets shooting at spotted targets
Role Focus
Lockpicks, Safes
Bagging loot
Throwing Knives
Avoiding Guards and alarms
Search Mode
FOCUS♣/ EDGE♦/ RUSH♠
Interesting Changes
"Sixth Sense" - like enemy detection.
Some interaction / safe cracking utility.
Immediate Lockpick (for those locker rooms)
Stealth during search mode
Cloak & Dagger
Whenever you successfully pick a lock, bag loot or pick up loose loot, gain FOCUS♣ (4♣).
Knife kills give EDGE♦ (5♦)
ACED
Crouching and staying still without taking damage generates FOCUS♣ (1♣/s)
Being detected generates RUSH♠ (4♠/s)
Quick Fingers
As long as you have FOCUS♣, a successful lockpick jiggle will immediately pick the lock.
Open Vents 25% faster
ACED
Your max stacks of FOCUS♣ are raised by 1.
If you have 3 or more stacks of FOCUS♣, you will immediately open the lock.
Retriever
Your throwing knives won't break on impact with the environment.
Killing a Cloaker will restore 1 knife
ACED
You can carry 3 more throwing knives
Killing a Cloaker WITH a knife gives max stacks of EDGE♦ and FOCUS♣
Bagger
You bag loot 30% faster and another 5% faster for each stack of RUSH♠ or FOCUS♣ you have.
ACED
Safe locks you operate turn at maximum speed from the start.
For every stack of FOCUS♣ you have, you can go back 2 pins more after passing the correct pin while cracking a safe.
Blade Bouncer
Your throwing knives will ricochet off the environment up to two times. The throwing knife will do extra damage for each bounce.
Your throwing knives do 20% more damage per stack of EDGE♦ you have
ACED
As long as you have EDGE♦, 2nd environmental knife bounce will always ricochet towards a nearby enemy, or back to you to catch
Ear to the Ground
As long as you have FOCUS♣, staying still for 3s will spot security guards or special enemies in 8m radius of you.
Whenever a guard is investigating something, your RUSH♠ and FOCUS♣ doesn't decay.
ACED
During Search mode your FOCUS♣ doesn't decay.
Silent Alarm
Special enemies targeting you are marked when 10m away.
MASTERY ACED
Touching a Laser, Pressure Sensitive Floors or Motion Detectors by you or your teammates causes two nearest Guards to run and investigate instead of causing immediate alarm.
Those Guards will then radio for Search if left on their own.
Notes
Cloak and Dagger hah!
All about getting in silently but being able to deal and even thriving during Search Mode.
MASTERY ACED might save your masked stealth runs
Back Up
Role Focus
Drone Hacking
Messing with enemy communications.
ECM Jammer
Tools
RUSH♠
Interesting Changes
Placed ECM can remotely phones and WIFI spots
Replacing Throwables with Tools
Loud INTERCEPTOR use
Helping team with ECM Jammers
ECM jamming Drones in Stealth
Drone Whisperer
You can hack drones for 7s by spending one Runtime, after which that Runtime will be refunded to you.
Stealth drones stop moving and are unable to detect you or your crewmates before returning to normal.
Combat drones will fight on your side, then self-destruct.
You gain one Runtime.
ACED
Scrambled drones work for you twice as long.
Whenever you place a tool, gain 1 stack of RUSH♠ (10♠)
Speed Hack
As long as you have RUSH♠ and an ECM Jammer is active, your hacking attempts, phone searches and QR code interactions are 50% faster and radios of guards you kill are answered instantly.
ACED
ECM activation works 20% longer
Activating an ECM fully fills your RUSH♠ stack.
Destroying a Drone gives RUSH♠ (10♠)
Signal Scan
As long as your ECM Jammer is active:
In Stealth all Cameras and Guards are spotted
In Loud all Special enemies and FBI vechicles are spotted.
ECM Jammer placed on a wi-fi or phone hack circle will continue hacking for you remotely.
ACED
Whenever a radio goes off, Gain 1 stack of RUSH♠ (10♠).
Security radios that go off 20m around you take 100% longer to decay.
You answer radios 20% faster per stack of RUSH♠ you have.
Extra Pockets
If you have a tool in your loadout, you start the heist with 50% more tools of that type, rounded up (minimum one additional tool).
ACED
Add one more additional tool, throwable and consumable slot.
Kinetic Short Circuit
As long as your ECM Jammer is active, Guards, First Responders and SWAT will become stunned for 5 seconds whenever you shoot them.
Killing STUNNED Zappers replenishes one ECM Jammer.
ACED
Effect is shared with the whole team and Special enemy actions are disrupted (Cloaker kicks, Zapper zaps, Sniper targeting, Drones) for 2s after the activation allowing teammates to escape.
Cam Distorsion
Cameras within 0.5 meter and Drones within 2.5m of ECM Jammers you own are disabled. This effect starts when the ECM Jammer is placed and lasts until the ECM Jammer is removed or used up. Disabled cameras can’t have runtimes applied which are refunded.
ACED
Doubles the range to 1m for Cameras and 5m for Drones.
Activating an ECM gives PHANTOM to your whole team for 5s
Full Recall
You can interact with placed gadgets you own to put them back in your inventory. Consumable gadgets can only be picked back up if they haven’t been used.
You can use INTERCEPTOR multiple times per heist.
MASTERY ACED
You can equip a second Tool in your Throwable slot
You can use INTERCEPTOR in Loud like a beefed up ECM Jammer
Notes
More skills for fighting radios in stealth and drones in Loud.
More ECM and INTERCEPTOR use in Loud for the team
MASTERY ACED allows for carrying 2 Tools
Role Focus
Camera Hack
Interacting with electronics from a distance
Interesting Changes
Hacking remotely through cameras
Cancelling civilian calls for security
Fighting Cerberus Core
Combat hacking
MicroCameras skills
Remote Viewing
You can hack cameras to gain access to the area's CCTV system. This functions as though you had accessed the heist's security room.
You gain one Runtime.
ACED
You can activate lures from a distance, as long as you have a clear line of sight.
You gain one additional Runtime.
Secure Loop
You can use one Runtime to make the security camera you're controlling loop its footage.
Cameras looping their footage cannot detect you or anything out of the ordinary.
ACED
You can apply Runtime to Cameras affected by Cerberus Protocol for 15s.
Cameras that lose the Secure Loop detect players much slower for the next 5 seconds, giving a chance to stop any illegal actions.
Appliance Breach
While in Stealth, once every 60s you can glitch out a camera you're controlling to lure nearby security to investigate.
This action won't break the camera. (Shares Glitch Protocol cooldown).
ACED
While In Combat, once every 60s you can overcharge a camera or a lure. Shooting overcharged device will cause an electrical explosion that will stun anyone within range.
Ability can be used on multiple times, even on broken devices. (Shares Glitch Protocol cooldown).
Routed Ping
You can spend a Runtime to make the hacked camera automatically spot any guards or law enforcement within its range.
Targets stay spotted for 5 seconds after leaving the camera's view.
ACED
Routed ping can be applied to your MicroCameras
and MicroCameras can make a noise and act as a lure.
Glitch Protocol
You can hack a guard’s radio to cause a disturbance, stopping and distracting them, pausing any action they are doing. You must have a line of sight to the guard to hack them.
The guard is distracted for 5 seconds, after which they will go back to their previous action.
From escorting a player, to patrolling. From detaining a player, into Search mode.
ACED
You can now also cancel civilian calls for Security or Law Enforcement and they'll give up and go back to whatever they've been doing before.
Eyebyte
You can hack remotely through the Cameras with a Runtime applied.
You gain one additional Runtime.
ACED
If Cameras are offline or a Guard is not watching them, you can apply both Secure Loop and Routed Ping to a camera to keep the Cerberus Protocol from resetting them
Destroying or hacking Techie Drones will spot the Techie.
Signal Catch
You can answer radios remotely if you have a line of sight to the Guard's body.
You now hack all devices 25% faster.
MASTERY ACED
You gain one additional Runtime.
Killing a Techie, or disabling cameras, grants 1 Runtime for the rest of the heist
Glitch protocol cooldown is 50% faster.
Notes
Some ability to support and use skills remotely through cameras.
(Chair Guy / Watchdogs. Also nice for people with disabilities if they want to help stealthing along with camera access favor?)
A bit more combat hacking.
Role Focus
Unmasked Actions
Keeping in Stealth and Casing
Uncuffing / Leaving custody
FOCUS♣ / RUSH♠
Interesting Changes
Tried to add SOME utility in Loud
Now no longer Anti-Synergy with Transporter skills!
COVERT buff for Stealth
Casing mode "throwables"
Uses for radios while casing
Talking your way out off handcuffs in Casing
Blending In
As long as you are unmasked, if you are within 2 meters of a civilian or employee, generate FOCUS♣ (2♣/s) and gain COVERT.
ACED
Bonus is multiplied the more civilians and employees are around you and now works also when masked.
Walk the Walk
As long as you're unmasked and have FOCUS♣, cameras can't detect you trespassing in private areas. (They will still detect you performing an illegal action.)
ACED
As long as you're unmasked your max stacks of FOCUS♣ are raised by 2.
Spotting a camera or an enemy grants FOCUS♣ (4♣),
Social Engineering
As long as you're unmasked and have FOCUS♣, employees will ignore you performing illegal actions.
ACED
When you have 3 or more FOCUS♣ those stacks are consumed and instead of being instantly alerted, cameras and guards will escort you out after seeing you perform an Illegal action. FOCUS♣ will be seized for 30s
Coin Toss
While unmasked you have 3 throwable coins you can sneakingly throw to cause a nearby Guard to come and investigate if they see it. You can pick up the coin if it wasn't picked up by a Guard. (Like a throwing knife).
ACED
Tricking Guards this way gives FOCUS♣ (5♣)
Whenever you pick up loose cash, restore 1 coin
Cover Story
Illegal actions will be noticed 10% slower per stack of FOCUS♣ you have.
ACED
COVERT bonus extends to 3m of civilians or employees.
COVERT applies to you and teammates in 5m radius.
Act Like You Belong
As long as you're unmasked, civilians ignore all your illegal actions.
ACED
As long as you're unmasked and have FOCUS♣, being seen in secure areas will cause you to be escorted instead of arrested and won't cause a search.
This will consume 1 Radio and seize FOCUS♣ for 20s after you're escorted out.
If no Radios are unavailable, You will be cuffed and search mode will begin.
Slippery
After getting cuffed by a Guard, you can break free by lockpicking the cuffs.
Getting out of cuffs or custody gives 2 stacks of RUSH♠ (20♠).
MASTERY ACED
Breaking free of Handcuffs won't cause you to Mask Up.
You can break free of cloaker handcuffs, going back to your usual downed state.
Your Custody timer is 30s shorter (min 10s)
Notes
Whole skill line now works around being unmasked and
helping out teammates with social stealth.
Or saving unmasked stealth runs.
Even more powerful with MASTERY ACED. And short custody. Because you will die in Loud with skills invested here :(
Back Up