Here is a reference table for all leverage types.
Mission Leverage[edit | edit source]
| Name | Type | Power Level | Rule | Description |
|---|---|---|---|---|
| Secret Access | Passive | 1 | Unlock stage | An insider leaves the right door open at the right time. |
| Hacked Red Key | Converted | 2 | Grants Red Key for all stages. | A counterfeit authentication token opens doors on the inside. |
| Suppressed Alarm | Active | 1 | Blocks Sec AI from Escalation until end of next Turn. | A corrupt insider takes a bribe to prevent any Sec AI Escalations until the end of next Turn. |
| Scrambled Protocols | Active | 2 | Cancels any reinforcement deployment by Sec AI for next 2 Turns. | Insider agrees to delay reinforcement deployment. |
| Radio Jammed | Active | 2 | Prevents enemy agents from communicating with Sec AI. | Insider agrees to jam internal communications. |
| Camera Vision Reboot | Active | 1 | Disables all cameras and long-range cameras until end of next Turn. | Insider schedules CCTV system restart that lasts until end of next Turn. |
| Matrix System Patch | Active | 2 | Reduce Quantum Security Tally on all Matrix Hosts. | Insider schedules matrix host reboot at the right moment to reset all the registers and quantum security stacks. |
| Camera Firmware Patch | Active | 1 | Disables all cameras and radar arrays for next 3 Turns. | Insider schedules CCTV system restart that lasts 3 turns. |
| Alarm Malfunction | Active | 1 | Blocks Sec AI from Escalation until end of next Turn. | Secured by Brave Star, a corrupt officer takes a bribe to prevent any Sec AI Escalations until the end of next Turn. |
| Dispatcher Scramble | Active | 1 | Cancels any reinforcement deployment by Sec AI until after end of next Turn. | A Brave Star officer on the take agrees to slow things down at the dispatcher when the request for security arrives |
| CCAC Hover Drop | Passive | 1 | Unlock stage | Someone with CCAC clearance can help us arrange an advantageous hover drop into our target zone. |
| Hacked Blue Key | Converted | 2 | Grants Blue Key for all stages. | A counterfeit authentication token opens doors on the inside. |
| Hacked Gold Key | Converted | 3 | Grants Gold Key for all stages. | A counterfeit Gold authentication token grants access to a restricted loot area that cannot be opened by other means. |
| Leaked Loot Manifest | Converted | 3 | Reveals all Lootbox contents for all stages. | Insider agrees to share asset manifests. |
| Tactical Dominance | Active | 3 | Buff all teammates with +4 Initiative, +2 AP and +1 Move Point until end of Turn. | With enough intel about the threats on the ground, team coordination can reach unparalleled heights. |
| Planned Advantage | Passive | 3 | At start of stage, buff all teammates with +4 Initiative, +2 AP and +1 Move Point for first Turn. | Buff of AP and MP that applies automatically on the first turn. |
| Legwork Advantage | Passive | 0 | Unlock stage | By completing a timed legwork, we can gain an advantage |
| Sigma 6 Sploitkit | Active | 1 | Erase Sec Tally equal to one entire Escalation (blue marks) and blocks next Escalation. | Over-the-air sploitkit reduces the current Security Level by 1 which blocks the next Escalation. |
| Matrix Snoop | Passive | 3 | Reveals entire Matrix node maps in mission's first Stage (but not later Stages). | Someone has snooped on the matrix network here and can reveal the node types in all matrix hosts. |
| Shortcut | Passive | 1 | Shortcut to the second stage. | An insider leaves the right door open at the right time. |
| Stolen Red Key | Converted | 3 | Grants Red Key for all stages. | For maximum security facilities, only the original article will suffice. |
| Stolen Blue Key | Converted | 2 | Grants Blue Key for all stages. | For maximum security facilities, only the original article will suffice. |
| Sigma 7 Sploitkit | Active | 1 | Erase Sec Tally equal to one entire Escalation (blue marks) and blocks next Escalation. | Over-the-air sploitkit reduces the current Security Level by 1 which blocks the next Escalation. |
| Sigma X Sploitkit | Active | 1 | Erase Sec Tally equal to one entire Escalation (blue marks) and blocks next Escalation. | Over-the-air sploitkit reduces the current Security Level by 1 which blocks the next Escalation. |
| Pumping Station | Passive | 1 | Unlock stage | By gaining access to the control system for the sublevel pumps, we can open a new way in. |
| Blip | Active | 1 | Erases up to 4 Sec Tally created now or later this Turn (yellow marks). | Insider can negate a slip up, smoothing it over just as it happens. |
| Misdirection | Active | 2 | Erases up to 4 Sec Tally committed by previous Turns (blue marks). | Insider can patch up some mistakes, even after the fact. |
| Suppress Escalation | Active | 3 | Blocks Sec AI from Escalating Security Level for next 2 Turns. | Insider can tamp down rising security concerns and prevent any Sec AI Escalations for 2 Turns. |
| SensorNet DDOS | Active | 1 | Erases up to 5 Sec Tally created now or later this Turn (yellow marks). | An outside hacker compromises local matrix to DDOS attack the Sec AI's Sense-Net at the right moment. |
| Violent Diversion | Active | 2 | Cancels any reinforcement deployment by Sec AI for next 2 Turns. | Local gang kicks up a violent distraction to delay reinforcements at the opportune moment. |
| Biochip Fritz | Active | 2 | Adds 2 Turns to delay before dead enemies are noticed missing. | A glitch in the system slows down missing agent alerts. |
| Wave Recalibration | Active | 1 | Disables all motion detectors for next 2 Turns. | Insider schedules wave system maintenance recalibration. |
| Laser Wire Down | Active | 1 | Disables all laser wires for next 2 Turns. | Insider powers down laser wire security system. |
| System Malfunction | Active | 2 | Disable all Level 1 security devices for next 2 Turns. | Insider pulls the plug on the entire security net |
| Total System Malfunction | Active | 3 | Disable all Level 1 and Level 2 security devices for next 3 Turns. | Insider pulls the plug on the entire security net |
| Unplug Cameras | Active | 1 | Disables all cameras and long-range cameras until the end of next Turn. | Even underworld dens of thieves rely on security systems. Someone on the inside is paid off to snap the camera connection. |
| Quantum Reverb | Active | 2 | Reduce Quantum Security Tally on all Matrix Hosts. | An outside hacker catches enough of the quantum signals from the on-site matrix to cause a major DDOS spike, causing all Matrix hosts to reset their Security Tally |
| Quantum Echo | Active | 4 | Reveals entire Matrix node maps in mission's first Stage (but not later Stages). | Someone has snooped on the matrix network here and can reveal the node types in all matrix hosts. |
| Quantum Sonar | Active | 4 | Reveals Matrix node map for current host. | A precompiled custom network scanner that can scan one host's map once the Hacker is connected. |
| Matrix Data Map | Active | 2 | Reveals Matrix data node locations for current host. | A precompiled custom network scanner that can scan one host's map once the Hacker is connected. |
| Bespoke Deck Armor | Active | 3 | Buffs Hacker with +10 Deck Armor for next 2 Turns. | A precompiled armor construct weakens a host's lethal feedback in all forms (against deck and hacker hit points) |
| Customized Deck Shield | Active | 3 | Immediately buffs Deck with +30 Deck Shield. | A precompiled custom deck defense increase your deck's shielding from the host's lethal feedback |
| Quantum Timewalk | Active | 2 | Reduce Quantum Security Tally on the connected Matrix Host. | The hacker computes a Quantum timewave calibrated to reset quantum state on a matrix host, rebooting the Security Tally to 0 |
| Quantum Link Scanner | Active | 3 | Reveals Matrix device control node locations on the connected Matrix Host. | A precompiled custom network scanner that can scan one host's device control nodes once the Hacker is connected. |
| Calibrated Deck Shield | Passive | 3 | At start of any hack, immediately buffs Deck with +30 Deck Shield. | A precompiled custom deck defense increase your deck's shielding from the host's lethal feedback |
| Calibrated Overclock | Active | 3 | Buffs Hacker with +15 Matrix AP for 2 Turns, -5% Connection Health Per Turn. | A precompiled custom deck hop-up temporarily increases your deck's operational clock at the cost of connection damage |
| Custom Corruption | Active | 4 | Buffs Hacker with +25 Matrix Damage for 2 Turns, -5% Connection Health Per Turn. | A precompiled custom offensive suite temporarily increase your deck's ability to inflict corrupt IC at the cost of connection damage |
| Calibrated RIPR DX | Active | 4 | Buffs Deck with +50 IO Speed and +10 Matrix AP for 3 Turns. | A precompiled custom deck compression rig increase your deck's IO by exploiting internal host routines |
| Hype Rush | Active | 2 | Buff all teammates with +8 Initiative until end of Turn. | Enough pre-planning and simulation can prepare a team to respond with lightning coordination to threats. |
| Pemex IO Doubler | Passive | 2 | At start of any hack, buff the Hacker with +100 Cyberdeck IO for next 3 Turns. | With enough Intel about the architecture of a Matrix Host, a clever hacker can engineer a temporary boost to IO speeds by exploiting connection protocols |
| Mad Dash | Active | 3 | Buff all teammates with +2 Move Points until the end of the Turn. | Pre-planning, simulation and intel can enable that sudden, final push to the objective - or escape - that can make all the difference. |
| Hot Drop | Passive | 4 | At start of stage, buff all teammates with +2 Move Points for first Turn. | Use careful planning and precise timing to gain a powerful buff at start of each stage |
| Precomputed Aimpoints | Passive | 3 | At start of stage, buff all teammates with +25% Critical for first Turn. | With enough intel about the threats on the ground, team coordination can reach unparalleled heights. |
| Nanoflake Disguise | Passive | 3 | At start of stage, buff all teammates with a powerful disguise to fool enemies and security for the first turn. | Pre-planning, simulation and intel can enable successful development of a nanoflake disguise kit tuned to the opponent's security network. |
| Precomputed Targets | Active | 2 | Buffs all teammates with +25% Critical until the end of the Turn. | With enough intel about the threats on the ground, team coordination can reach unparalleled heights. |
| Hype Advantage | Active | 4 | Buffs all teammates with +4 Initiative, +2 AP and +1 Move Point until the end of the Turn. | When planning meets opportunity, the team can gain a major surge in momentum and speed |
| Rapid Deployment | Passive | 2 | At start of stage, buff all teammates with +25% Move Speed and +1 Move Point for first Turn. | Use careful planning and precise timing to gain a powerful buff at start of each stage |
| Rapid Rush | Active | 3 | Buffs all teammates with +25% Move Speed and +1 Move Point until end of the Turn. | When planning meets opportunity, the team can gain a major surge in momentum and speed |
| Lazy Shift | Passive | 3 | At start of stage, debuff all enemies with -25% Move Speed and -2m Move Detection Radius for first 3 Turns. | The crew running security is definitively the B-team and everything is moving slow and lazily tonight. |
| Faulty Equipment | Active | 3 | Debuff all enemies with -25% Accuracy and -10% Dmg for next 2 Turns. | An insider tampers with the enemy security squad's equipment in advance of their shift. |
| Calibration Leak | Active | 3 | Debuff all enemies with -25% Ballistic / Kinetic Armor for next 2 Turns. | An insider slips you the exact calibration on the enemy's reactive armor, allowing you to tune your shots. |
| Bribed Shift | Passive | 3 | At start of stage, debuff all enemies with -25% Move Speed, -2m Move Detection Radius and -2 Initiative for first 3 Turns. | Money sliding sideways through the Syndicates can reach almost anywhere, bribing the right blade at the right time. |
| Calibration Capture | Passive | 2 | At start of stage, Debuff all enemies with -50% Ballistic / Kinetic Armor for first 2 Turns. | Use tradecraft to calculate the exact calibration on the enemy's reactive armor, allowing you to tune your shots. |
| Unexpected Flyover | Active | 3 | Debuff all enemies with -6m Move Detection Radius for next 3 Turns. | An induced scheduling error puts the opposition directly in the path of an incredibly loud hover transport, making it hard to hear anything |
| Reactive Armor Tune | Passive | 3 | At start of stage, Debuff all enemies with -30% Damage for first 3 Turns. | Access to the enemy's security files grants the ability to pre-tune Reactive Armor to briefly catch them off guard |
| Sluggish Piloting | Active | 3 | Debuff all enemy drones with -25% Move Speed and -5 Initiative for next 2 Turns. | Spikes in interference and downed relays can reduce an operator's ability to keep a drone moving. |
| Guns Jammed | Active | 3 | Debuff all enemy drones with -50% Accuracy for next 2 Turns. | An insider tampers with the enemy drone's equipment in advance of their deployment. |
| Feedback Loop | Active | 3 | Stun all enemy drones (skips Turn) until the end of the Turn. | Triggered from inside the network, a feedback loop can have debilitating effects on an operator. |
| Protocol Overload | Active | 3 | Debuff all enemy Turrets with -25% Move Speed and -5 Initiative for next 2 Turns. | Spikes in interference and downed relays can reduce an operator's ability to keep a drone moving. |
| Jammed Ammo | Active | 3 | Stun one enemy Turret (skips Turn) until the end of the Turn. | An insider tampers with the enemy drone's equipment in advance of their deployment. |
| Systemwide Malfunction | Active | 3 | Stun all enemy Turrets (skips Turn) until the end of the Turn. | Triggered from inside the network, a feedback loop can have debilitating effects on an operator. |
| Extra Coverage | Passive | 3 | Allows +1 additional Merc to deploy on this job | With some extra distraction and interference, we're able to make our entrance with a slightly larger squad |
| Rapid Transport | Passive | 3 | Allows +1 additional Merc to deploy on this job | With a connection willing to provide transport at a minute's notice, we can drop-in with an extra pair of boots |
| CPU Reveal | Active | 3 | Reveals the location of the CPU on the connected Matrix Host. | With some quiet network sniffing in advance, we can pinpoint host's CPU in the matrix network |
| IO Flush | Active | 2 | Resets your IO Buffer to 0 for the Turn. | Having a precompiled trick up the sleeve can give a split-millisecond advantage to refire it all |
| Delay Truck | Converted | 1 | Delays target truck by 1 Turn. | A 404-X verification error causes the truck to require a re-registration and re-scanning at the entrance to the waystation. The truck will automatically take an extra Turn to pass verification. |
| Reboot Truck | Active | 1 | Delays target truck by 1 Turn. | An outside hacker hijacks the truck's dispatcher, sending billions of new destinations until the truck reboots. When activated, the truck will not move at the end of the Turn. |
| Hot Intercept | Passive | 3 | At start of stage, buff all teammates with +3 Move Points for first Turn. | With just enough warning before the start of the siege, your mercs can scramble for cover or high ground. |
| Activate Defector | Active | 1 | Converts the defector into a friendly VIP who must be protected and extracted. | When the moment is right, we will give the defector the signal to make a run for it. |
| Handbrake | Passive | 0 | Delays this job by 1 day + (6 hrs per 1 point of Cunning). | The shadows can deliver the delay we need, if you know all the right people. |
| Pressure Drop | Passive | 0 | Prevents mission from generating up to (6% + 1% per 2 points of Cunning) Heat. | Preplanning can provide cover for our operations and tamp down the aftereffects. |
| Feint in a Feint | Passive | 0 | Increases chance Head Hunters will strike on this mission by 25% + Cunning. | With careful drops of clues and hints, we can lure our hunters into a trap. |
| Opposition Research | Passive | 0 | Reveals important details about the job's location, map, security system and local challenges. | Bribes, promises and a network of secrets delivers insider intel about our target site. |
| Hotswap | Passive | 0 | Rerolls the reward for a secondary objective. | Someone always knows something, if you talk to the right people and grease the right palms. |
| Dealmaker Profit | Passive | 0 | Your Face's Dealmaker Talent has boosted this job's price. | |
| Dealmaker Double | Passive | 0 | Your Face's Dealmaker Talent has boosted this job's price and added +10% Influence reward. | |
| Manipulated Diversion | Active | 4 | Cancels any reinforcement deployment by Sec AI for next 3 Turns. | Manipulated by the Face, a local gang kicks up a violent distraction to delay reinforcements at the opportune moment. |
| Extended Flyover | Active | 3 | Debuff all enemies with -6m Move Detection Radius for next 4 Turns. | An induced scheduling error puts the opposition directly in the path of an incredibly loud hover transport, making it hard to hear anything |
| Dynamic Armor Tune | Passive | 3 | At start of stage, Debuff all enemies with -30% Damage for first 4 Turns. | Access to the enemy's security files grants the ability to pre-tune Reactive Armor to briefly catch them off guard |
| Elite Nanoflake Disguise | Passive | 3 | At start of stage, buff all teammates with a powerful disguise to fool enemies and security for the first 2 Turns. | Pre-planning, simulation and intel can enable successful development of a nanoflake disguise kit tuned to the opponent's security network. |
| Calibration Exposure | Active | 3 | Debuff all enemies with -25% Ballistic / Kinetic Armor for next 3 Turns. | An insider slips you the exact calibration on the enemy's reactive armor, allowing you to tune your shots. |
| Drop Hotter | Passive | 3 | At start of stage, buff all teammates with +2 Move Points for first 2 Turns. | Use careful planning and precise timing to gain a powerful buff at start of each stage |
| Overwhelming Advantage | Passive | 3 | At start of stage, buff all teammates with +4 Initiative, +2 AP and +1 Move Point for first 2 Turns. | Buff of AP and MP that applies automatically on the first turn. |
| Precomputed Targets | Active | 3 | Buffs all teammates with +25% Critical until the end of the next Turn. | With enough intel about the threats on the ground, team coordination can reach unparalleled heights. |
| Calibration Capture | Passive | 2 | At start of stage, Debuff all enemies with -50% Ballistic / Kinetic Armor for first 2 Turns. | Use tradecraft to calculate the exact calibration on the enemy's reactive armor, allowing you to tune your shots. |
| System Malfunction | Active | 3 | Disable all Level 1 security devices for next 2 Turns. | Insider pulls the plug on the entire security net |
| Mid-Mission Heal | Passive | 3 | At the end of stages, apply +75 HP Heal | |
| Mid-Mission Resupply | Passive | 3 | At the end of stages, resupply used item | |
| Pre-Mission Supply | Converted | 3 | At start of mission, gain bonus items | |
| Hype Booster | Passive | 3 | At the end of mission, gain bonus XP and Hype | |
| Hotshot IO Doubler | Passive | 2 | At start of any hack, buff the Hacker with +160 Cyberdeck IO for next 4 Turns. | With enough Intel about the architecture of a Matrix Host, a clever hacker can engineer a temporary boost to IO speeds by exploiting connection protocols |
| Tuned Deck Armor | Active | 3 | Buffs Hacker with +15 Deck Armor for next 3 Turns. | A precompiled armor construct weakens a host's lethal feedback in all forms (against deck and hacker hit points) |
| Tuned RIPR DX+ | Active | 3 | Buffs Deck with +80 IO Speed and +15 Matrix AP for 3 Turns. | A precompiled custom deck compression rig increase your deck's IO by exploiting internal host routines |
| Tuned Deck Shield | Active | 3 | Immediately buffs Deck with +45 Deck Shield. | A precompiled custom deck defense increase your deck's shielding from the host's lethal feedback |
| Tuned Corruption | Active | 3 | Buffs Hacker with +40 Matrix Damage for 3 Turns | A precompiled custom offensive suite temporarily increase your deck's ability to inflict corrupt IC at the cost of connection damage |
| Tuned Overclock | Active | 3 | Buffs Hacker with +25 Matrix AP for 3 Turns | A precompiled custom deck hop-up temporarily increases your deck's operational clock at the cost of connection damage |
| Ethertrace Scan (One-Shot) | Converted | 3 | Provides Hacker with a single use program (Scan) | A precompiled custom program provides advantages at the cost of being single use |
| Gopen Compressor (One-Shot) | Converted | 3 | Provides Hacker with a single use program (IO Boost) | A precompiled custom program provides advantages at the cost of being single use |
| Acme Pocket Nuke (One-Shot) | Converted | 3 | Provides Hacker with a single use program (AOE Attack) | A precompiled custom program provides advantages at the cost of being single use |
| Backstabber (One-Shot) | Converted | 3 | Provides Hacker with a single use program (Attack) | A precompiled custom program provides advantages at the cost of being single use |
| Icepick (One-Shot) | Converted | 3 | Provides Hacker with a single use program (Disarm) | A precompiled custom program provides advantages at the cost of being single use |
| Marauder Vector (One-Shot) | Converted | 3 | Provides Hacker with a single use program (Trace Vector) | A precompiled custom program provides advantages at the cost of being single use |
| Diamond Coat (One-Shot) | Converted | 3 | Provides Hacker with a single use program (Data Filter) | A precompiled custom program provides advantages at the cost of being single use |
| Davis Mask (One-Shot) | Converted | 3 | Provides Hacker with a single use program (Sleaze) | A precompiled custom program provides advantages at the cost of being single use |
| Devil Trick (One-Shot) | Converted | 3 | Provides Hacker with a single use program (Deception) | A precompiled custom program provides advantages at the cost of being single use |
| Berserker (One-Shot) | Converted | 3 | Provides Hacker with a single use program (Attack) | A precompiled custom program provides advantages at the cost of being single use |