ISO
Iso, a Chinese fixer for hire, slips into a flow state to take apart the enemy team. Turning ambient energy into bulletproof shielding, he pushes forward with laser focus toward his next fight to the death.
Few agents commit to a duel the way Iso does: every fight is meant to be won, and every win is meant to be turned into staying power. Double Tap raises an energy shield after two hits or a Kill Contract kill, and that shield swallows the next bullet whole. Contingency throws up an energy wall that stops every projectile except bullets, so it is useful against grenades, shock darts, and molotovs during a push. Undercut sends out a molecular bolt that weakens the armor of every enemy it passes through, but only for a short time. Kill Contract, the ultimate, drags Iso and one chosen enemy into a private dimension to fight alone: no teammates, no utility, just mechanical combat. Iso suits players who trust their aim completely and want a kit that stacks advantages with every duel they win.← ALL AGENTS
TACTICAL KIT
ABILITIES AND SKILLS
EQUIP to gather prismatic energy. FIRE to send a forward wall of energy that stops bullets and cannot be destroyed. ALT FIRE to send out a slower version of that wall.
EQUIP a molecular bolt. FIRE to launch it ahead, briefly applying Vulnerable & Suppress to every player it touches. The bolt passes through solid objects, walls included.
INSTANTLY begin concentrating. Once focused, gain a shield that blocks one instance of damage from any source, reload faster, and enter a flow state. While in flow, downed enemies you kill or damage drop an energy orb. Shooting the orb refreshes your flow state and current shield, or adds another shield.
EQUIP an interdimensional arena. FIRE to fling a column of energy across the battlefield. The first enemy it hits is pulled into the arena with you, and both of you are healed while you duel to the death.
