Common Pool Armors

Standard Issue    Cert Cost: None
Every player is certified in Standard Issue armor by default. A light armor suit with capacity for 1 pistol and 1 rifle.

Agile Armor    Cert Cost: None
Being certified in Agile Armor is a prerequisite to gaining certs in further suits of armor. The wearer may pilot/drive any vehicle(that he/she is certified in), without restrictions. A more sturdy suit of armor than the Standard Issue with capacity for 2 pistols, 1 rifle and 1 knife.

Reinforced Armor    Cert Cost: 3
Heavier armor than the Agile suit, thus making its wearer harder to kill. Due to the larger size of Reinforced Armor, the wearer will only be able to pilot open topped vehicles such as the Harasser buggy. The wearer may however take place as the gunner on any vehicle. The Reinforced armor has capacity for 2 pistols, 2 rifles and 1 knife.

Infiltration Suit    Cert Cost: 2
A specialist suit that grants the user limited cloaking ability. The slower you move, the less visible you are. When driving a Wraith quad bike, the wearer may cloak both himself and the vehicle. Darklight Vision and Audio Amplifier implants will aid players in seeing and "hearing" cloaked enemies respectively. The infiltration suit has extremely limited inventory capacity and cannot use a rifle, even so it poses a significant threat to any opposing force.

Alongside the universal armors each empire has access to it's own brand of Mechanized Assault eXo-suit (more commonly referred to as the MAX). The MAX is essentially an extremely heavy duty suit, akin to a small walking vehicle. MAX wearers will have a prolonged running speed comparable to that of a tank yet may not pilot or drive any vehicles, or use standard weaponry. Each empire's MAX has access to it's own special ability and empire specific anti air/infantry/vehicular weaponry. Descriptions follow.

New Conglomerate MAX

Special Ability
A NC MAX can fire up an augmented personal shield. This shield can be toggled on and off when needed and is hooked to an independent energy reserve to draw power. With the shield in place, the NC MAX can take an amazing amount of punishment, however, its rate of fire is decreased when the shield is raised. (Concept: If they can't hurt you, then you can kill them at your leisure.)

Sparrow (Anti-Aircraft)    Cert Cost: 2
This weapon fires smaller payload missiles than the Falcon (see below), but can fire them very quickly and doesn't require you to reacquire missile lock in order to continue firing. Thus, once lock is achieved, a large quantity of ordnance can be spewed at an air target in a short time.

Falcon (Anti-Vehicular)    Cert Cost: 3
A standard missile launcher in almost every way, the user locks onto a target, fires after acquiring tone, and then watches the guided missile destroy the chosen target. The payload on this weapon is quite high (as is true of most New Conglomerate weaponry).

Scattercannon (Anti-Infantry)    Cert Cost: 3
The Scattercannon is like a huge, adjustable gauge shotgun. There are three firing modes: tight pattern spread with long range, medium pattern spread with medium range, and large pattern spread with short range. Damage at short range is amazing, but the spread pattern makes the shots innacurate over range. The tighter the spread is choked down, the fewer projectiles are actually fired, thus making the long range shots less powerful...but useful in the right circumstances.

Terran Republic MAX

Special Ability
A TR MAX can "anchor" by planting spikes into the ground and becoming an extremely stable firing platform. This reduces the mobility of the MAX, but approximately doubles the rate-of-fire of the MAX's weaponry. (Concept: If you kill them quickly, then they can't shoot back.)

Burster (Anti-aircraft)    Cert Cost: 2
Dual "flak cannons" that shoot rapidly at locked targets. The "lock" merely pre-programs the shells to burst at a specific altitude (the altitude of the locked target), but the aim requires human control. The weapon is effective because it allows you to saturate an air corridor with detonating bursts.

Dual-Cycler (Anti-Infantry)    Cert Cost: 3
Heavy chain guns are mounted to each arm and are able to unleash huge numbers of projectiles at a given area when anchored.

Pounder (Anti-Vehicular)    Cert Cost: 3
Heavy grenade launchers are mounted to each arm. When anchored, the area effect damage saturation is extreme. The grenades are indirect fire, of course, and can be set to either "explode on contact" or "two-second delay" (for bouncing ordnance around corners).

Vanu Soverignty MAX

Special Ability
A VS MAX has limited-use jumpjets at its disposal. Mid-air course corrections are not possible, but by careful use of running speed and course corrections before jumping, the VS MAX can leap over walls, up onto buildings, or onto terrain features. This makes the VS MAX's mobility clearly superior to any of the other MAXs, but it pays for this mobility with less armor. The jumpjet uses an independent power capacitor to determine how long the jets can be activated at one time. (Concept: Mobility allows better tactical choices. Superior tactics result in dead enemies.)

Starfire (Anti-Aircraft)    Cert Cost: 2
Like a missile laucher, but using energy-based projectiles, the Starfire can lock onto a target and then fire a homing energy sphere at that target. The weapon can also be fired "deadhead" (without lock), but will do much less damage in that fashion.

Quasar (Anti-Infantry)    Cert Cost: 3
The primary attack with this weapon is a high-powered version of the man-portable Pulsar rifle. However, it also has a limited homing capacity and can shoot guided shots, but at twice the energy cost.

Comet (Anti-Vehicular)    Cert Cost: 3
Shoots spheres of energy that create "aggravated" damage to the target. (The energy burns for a time after impact, causing extended damage over time.)