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Season One Loadout Terms

What do all these terms mean?


Each character has several values to describe their overall prowess in various areas.


Primarily used in combat to defeat enemies.

  • Attack (ATK) – Aggregate offensive value, Opposed by Defense
  • Defense (DEF) – Aggregate defensive value, Opposed by Attack
  • Health (HLTH) – Total health of the character. When Health reaches 0, the character is rendered unconscious (KO’d).


Primarily used for defeating Environmental Objects in addition to enabling Exploits.  Environmental Objects may have vulnerabilities to one or more of these skills.

  • Tactics – Related to battlefield tactics and the ability to plan accordingly
  • Nano – Related to working with nanotechnology, especially bacterial nanomachines
  • Mech – Related to working with machines and mechanical devices
  • Stealth – Related to sneaking and subterfuge
  • Hacking – Related to breaking into computer systems


Classes represent jobs or responsibilities for individual characters.

  • Doc – Docs are primarily healers. They have the ability to house and control bacterial nanobots and affect their behavior.
  • Jack – Jacks are hackers and have the ability to affect chance/probability, which serves them when they are breaking encryption.
  • Genius – Geniuses are the mad scientists of Neon District, and their principal Editing gift is extreme intelligence.
  • Ghost – Ghosts are assassins and infiltrators. They can cloud/alter the perceptions of others.
  • Heavy – Heavies are extremely strong and sturdy, and can affect the emotions of others.
  • Demon – Demons are combat specialists who physically are gifted with incredible speed and dexterity.

Gear and Slots

Gear consists of both weapons and armor used by a character. Weapons primarily add CARDs to the character’s TAT in addition to any CARDs granted by the character’s level. Armor primarily augments the character’s skills and abilities.

Each character has the following slots:

  • 4 Armor slots
    • Head
    • Chest
    • Arms 
    • Legs
  • 1 Weapon Slot

Characters must be fully equipped with a weapon and armor to go on Missions.

Juice and Levels

Juice is used to level characters. Injecting more Juice increases the power of an Edit, but successively higher doses are needed each time to effect additional change. Eventually, no more change is possible.

The amount of Juice required to gain a level is equal to the level to be gained. For example, 2 Juice to become level 2. 3 Juice to become level 3, etc.

After level 15, the chance for Juice to stop leveling the character increases to an absolute maximum and extremely rare case of 20th level.


Similar to how Juice levels characters, Parts are used to level gear. “Parts” is shorthand for “nano Particulate”. This is a nano-material substrate that can be programmed to upgrade physical objects. It is not unlimited in its utility, but it can affect major improvements.


CARD is an acronym for “Cyber-Assisted Response Directive” and represents a real-time evaluated tactical optimization algorithm from your in-game AI, and loaded into your TAT.  These algorithms stem from the AI’s decision, based on non-obvious (and random) circumstances, to provide the most advantageous options for that round of combat. You will get typically get 3 options to choose from.

Both your weapon and your character each contain 10 CARDs.  Making a total of 20 CARDs loaded into your TAT for each combat.

CARD Types

  • Attack – Provide enhanced versions of  the player’s basic attack
  • Interact – Similar to Attack CARDs, except targeting specifically Environmental Objects
  • Ability – CARDs that augment or cripple the target’s stats, or inflict other beneficial or hostile  statuses
  • Effect – Induce various advantageous effects for a single turn, based on specific situations.


Perks are persistent effects gained by simply equipping specific weapons and armor.


During combat, your TAT’s onboard AI may detect and recommend specific attacks based on significant gaps in the attacking or defending character’s skills and attributes.


  • Boosts and BreaksBoosts and Breaks are Buffs and Debuffs that modify Stats, whose bonus values decay over time, eventually disappearing.
  • Counter-Attack – A Buff with a decaying percentage chance to automatically retaliate against whoever just attacked the character.
  • Focus and IgnoreFocus and Ignore are decaying Buffs and Debuffs that either increase or decrease the frequency of specific CARD types coming into play.
  • Strip – Reduces the level of all Buffs on a target.
  • Cleanse – Reduces the level of all Debuffs on a target.
  • Immediate – The effect gets triggered the moment the CARD comes up as an option.
  • Temporary – Cards or Effects that can only be played a limited number of times before leaving a character’s pool
  • Piercing – Ignores Defense when calculating damage.
  • Shield – Negates a single hit, no matter how strong or weak.
  • Replace – Lose this CARD and get a new option, usually at a price.
  • Taunt – For 1 turn, opponents must attack target using only Attack cards or the unit’s base attack.
  • Upgrade — An improvement to a card after it has been played.
  • Purge — Removes a type of card from a unit’s pool.