home | forums | chat | agn


Armors
There are a number of armors available to players in PlanetSide, four of which are standard armors, available to all empires. The fifth group of armors are the MAX armors, which are empire specific.

While each empire's armors have their own distinct look and "sense of fashion", the concept for the following suits are universal throughout. For a full list of certifications, including armor, click here.

Standard Exosuit (Common Pool)
Standard Exosuit  Protection:
Holsters:
Capacity:
Cert Required:
50
1 Pistol-sized and 1 Rifle-sized
9 x 6
None
 Standard Armor Inventory
This is the armor you begin with and respawn in after
dying. It offers very little protection, and has a small inventory space. It's best to avoid using this armor whenever possible, since everyone on Auraxis can also use agile exo-suit, which is superior.

Agile Armor (Common Pool)
Agile Armor  Protection:
Holsters:
Capacity:
Cert Required:
100
2 Pistol-sized and 1 Rifle-sized
9 x 9
None
Agile Armor Inventory
With twice the protection of the standard exo-suit,
and the flexibility of a second pistol slot and larger
inventory, the agile armor is a vast improvement over
standard. You still maintain good foot speed and
wearing this armor you can pilot/drive all vehicles you are certified in.
Note:  Prerequisite for other armors.

Infiltration Suit (Common Pool)
Infiltration Suit Protection:
Holsters:
Capacity:
Cert Required:
0
1 Pistol-sized
6 x 6
Infiltration Suit
Infiltration Armor Inventory
While this is not technically armor, the "stealth suit" allows
you to cloak yourself on the battlefield to avoid visual detection. The slower you move, the less visible you are. When driving a Wraith you may cloak both yourself and the vehicle. Darklight Vision and Audio Amplifier implants will aid other players in seeing and hearing you. It provides no armor protection, cannot use a rifle, and is has very little inventory space. Still, it is an extremely useful suit for reconnaissance and stealth, posing a significant threat to any opposing force.

Reinforced Armor (Common Pool)
Reinforced Armor Protection:
Holsters:
Capacity:
Cert Required:
200
2 Pistol-sized and 1 Rifle-sized
12 x 9
Reinforced Exosuit
Rexo Armor Inventory
This armor is well suited for battle, with a
large inventory space and heavy protection.
However, the bulk of the armor reduces your
foot speed and is a significant tradeoff in
terms of mobility. Wearing this armor limits you to the vehicles you may pilot/ drive, however you can take the passenger or gunner position of any vehicle.

Mechanized Assault eXosuit (MAX)
MAX Armor Inventory Protection:
Holsters:
Capacity:
650
None (Integrated Weapon)
16 x 12
The MAX comes in three configurations, each one designed to combat particular targets. Each empire has its own version of the MAX unit, and each has specialized capabilities and weaponry unique to that empire. However, their primary roles remain the same. An extremely heavy duty suit, akin to a small walking vehicle. Using the MAX, you will have prolonged running speeds comparable to that of a tank, yet you may not pilot/drive any vehicles or use standard weaponry.

Special Abilities: (Default key B)

Terran Republic: Anchoring - By planting spikes into the surface and becoming an extremely stable firing platform. This reduces your mobility, but approximately doubles the rate-of-fire of the MAX's weaponry. (Concept: If you kill them quickly, then they can't shoot back.)

New Conglomerate: Personal Shield - An augmented personal 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, you can kill them at your leisure.)

Vanu Sovereignty: Jumpjets - Limited-use jumpjets without mid-air course corrections, but by careful use of running speed and course corrections before jumping, you can leap over walls, onto buildings, or onto terrain features. 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.)

Burster (Terran Republic)
Burster Role:
Weapon:
Ammunition:
Range / Zoom:
Cert Required:
Anti-Aircraft
Dual Twin Flak Cannons
20 / Flak
Long / 4x
Burster or Uni-MAX
The dual cannons throw flak projectiles into the sky to detroy enemy aircraft. Also effective because it allows you to saturate an air corridor with detonating bursts.

Comet (Vanu Sovereignty)
Comet Role:
Weapon:
Ammunition:
Range / Zoom:
Cert Required:
Anti-Vehicle
Comet
10 / Energy Plasma
Medium / 2x
Comet or Uni-MAX
Shooting spheres of energy that create "aggravated" damage to the target. The energy burns for a time after impact, causing additional damage.

Dual Cycler (Terran Republic)
Dual Cycler Role:
Weapon:
Ammunition:
Range / Zoom:
Cert Required:
Anti-Infantry
Dual Chainguns
200 / Large Caliber Depleted Uranium
Medium / 2x
Dual Cycler or Uni-MAX
Heavy chain guns mounted to each arm and are able to unleash huge numbers of projectiles at a given area.

Falcon (New Conglomerate)
Falcon Role:
Weapon:
Ammunition:
Range / Zoom:
Cert Required:
Anti-Vehicular
Falcon Missile Launcher
20 / Rocket
Medium / 4x
Falcon or Uni-MAX
A dumbfire missile launcher best used in taking out enemy vehicles or MAXs.

Pounder (Terran Republic)
Pounder Role:
Weapon:
Fire Mode 1:
Fire Mode 2:
Ammunition:
Range / Zoom:
Cert Required:
Anti-Vehicle
Dual Pounder Grenade Launchers
Explode on Contact
Three Second Fuse
30 / Indirect Mortar Grenade
Short / 2x
Pounder or Uni-MAX
Heavy grenade launchers mounted to each arm for area effect damage saturation.

Quasar (Vanu Sovereignty)
Quasar Role:
Weapon:
Fire Mode 1:
Fire Mode 2:
Ammunition:
Range / Zoom:
Cert Required:
Anti-Infantry
Quasar
Energy Bolt
Armor Piercing Bolt
80 / Large Energy Cell
Medium / 2x
Quasar or Uni-MAX
The Quasar is a high-powered version of the man-portable Pulsar rifle.

Scatter Cannon (New Conglomerate)
Scatter Cannon Role:
Weapon:
Fire Mode 1:
Fire Mode 2:
Fire Mode 3:
Ammunition:
Range / Zoom:
Cert Required:
Anti-Infantry
Scatter Cannon
Close Range / Large Pattern Spread
General / Medium Pattern Spread
Long Range / Tight Pattern Spread
40 / Large Bore Shotgun Shell
Medium / 4x
Scatter Cannon or Uni-MAX
Like a huge, adjustable gauge shotgun, 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.

Sparrow (New Conglomerate)
Sparrow Role:
Weapon:
Ammunition:
Range / Zoom:
Cert Required:
Anti-Aircraft
Sparrow Missile Launcher
12 / Homing Missile
Medium / 4x
Sparrow or Uni-MAX
Able to fire quickly on the same aircraft without reaquiring missile lock. Thus, once lock is achieved, a large quantity of ordnance can be spewed at an air target in a short time.

Starfire (Vanu Sovereignty)
Starfire Role:
Weapon:
Ammunition:
Range / Zoom:
Cert Required:
Anti-Aircraft
Starfire
8 / Small Plasma Spheres
Long / 4x
Starfire or Uni-MAX
Like a missile laucher using energy-based projectiles. You can lock onto an air target and fire a homing energy sphere or fire at non-air targets, but do much less damage.