Dr. Xu

Dr. Tony Xu is a playable Agent.

Starting Equipment
Dr. Xu's custom augment, Subdermal Tools, allows him to use his attack action to inflict an EMP effect on a nearby mainframe object (such as safes, drones, and shielded guards). However, this augment permanently reduces his AP by 1, making him slower than most agents. He begins with a standard Neural Disrupter and a unique Modded Shock Trap, which works like a Shock Trap I but has no Anarchy requirement.

Strategy
Dr. Xu is one of the more specialized agents in the game. His unique augment is extremely useful. It can: It's worth noting, however, that using this augment counts as Xu's attack for that turn. This, however, can be dealt with by finding a Stim III, which permits Xu to single-handedly fell a Barrier Guard or even an OMNI Protector.
 * EMP an adjacent safe to loot it instead of breaking firewalls and potentially installing Daemons, saving huge amounts of PWR.
 * EMP drones to KO them.
 * EMP Barrier Guards to set them up for a stun.

His modded Shock Trap is also a useful enough item, acting as a counter to armored foes, or simply a useful way to delay pursuers.

Starting Equipment
Archive Xu's custom augment, Thermal Generator, grants 2 PWR once per turn when he uses any item with a cooldown of 3 or more. Note that this effect will not trigger if an item's cooldown is reduced to below 3 (e.g. via the Torque Injectors augment). He begins with a standard Neural Disrupter and a unique Modded EMP, which works like an EMP Pack I but has no Hacking requirement.

Strategy
Archive Xu can provide your team with a substantial amount of PWR if equipped with enough cooldown items. Buster Chips and Lock Decoders have short cooldown times, while Stims, Cloaking Rigs, and Shock Traps have longer cooldowns but can be used almost any time you want. Keep in mind, though, that the bonus can only be gained once per turn. The modded EMP requires more planning than the Subdermal Tools (and is noisy!) but it is still quite useful for safecracking.