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.
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.
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).
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.)