Mercenary Gear and Equipment

Under-barrel Attachments
All underbarrel weapons can be reloaded at the associated ammo crate except for the Screech Launcher. Right clicking with the attached gun in your active hand will fire them.

Recoil: Visual shake from firing.

Accuracy: Bullet spread.

Damage: Damage per bullet.

Firerate: Delay between clicks. (Does NOT reduce full-auto mode's RPM, or delay between shots in a burst, only delay between bursts.)

Ammunition
Ammunition for weapons can be vended by clicking on the gun in the voucher terminal UI, these will be dispensed as Morphic Industrial Compound, which is used to reload all weapons and item pouches in the game at varying costs. For example, a rifle might only need a single pack of Morphic to be reloaded, while a heavier weapon might require more.

Default-type pistol magazines and revolver speedloaders have six 'uses', or magazines per stack.

Weapon Tips
Long firearms will fit on your back or chest. SMGs will also fit in an SMG belt, or on a bare belt slot. Pistols will fit anywhere a normal item will, including pockets, webbing, and suit slots. Exotics vary depending on the actual weapon, but none are currently pistol-sized.

The delay between bursts is slightly longer than the delay between individual shots. Both full-auto and the shots in a burst fire at a rate unique to the gun, rather than at the fastest possible semi-auto firing rate.

Click once to start firing full-auto, then click again to stop. You may need to hold the click for a short time depending on server performance.

It's worth noting that all damage stats given below are estimates, and very rough ones at that (a "high" in one category may be less than "medium" in another). Unfortunately, getting exact numbers is too difficult, though these should still give a general idea of how each weapon will perform. If you would like to test how many bullets each weapon takes to destroy or kill a consistent target (i.e. an airlock) in order to get a much more accurate relative scale, that would improve this page greatly, but this will probably have to wait until the server gets some kind of consistent uptime.

Rifles/Longarms/Shotguns
The primary weapon type. None of the rifles are automatic (except the Lasgun), and most of them have very similar stats. Except for the Riotstopper, cannot be fired one-handed without a Gyroscopic Stabilizer. Shotguns (Riotstopper and Pump Shotgun) have no arming distance.

Submachine Guns/Mid-Sized Guns
Lacking in damage, but making up for it with firerate. All can be fired one-handed, but with questionable accuracy. Shortened weapons like the Super Shorty are also found in this category.

Pistols
Not intended to be used as primary weapons, even the 2 W$ ones, though most can kill a single enemy with a magazine. Can be fired one-handed with reasonable accuracy, but still benefits from two-handed wielding. Weapons of this class hold multiple magazines per stack, and reload automatically when running empty as long as the stack lasts, but reloading takes some time. Attempt to remove the magazine to force an early reload. Note that you can only reload one pistol at once while dual-wielding.

Exotics
This mostly includes melee weapons and special firearms. There isn't much consistency through these weapons, but all of them are fairly powerful, and either cost a lot of space or a lot of W$ to make up for it. There is other non-purchasable "exotic" gear rarely found on the surface of the planet (mostly in green artifact crates), but the specifics of those weapons are meant to be a surprise.

Kits and Classes
What kits are available to you are determined by what class you're selecting, you are free to browse the various kits until you make a selection.

Class list: General Merc / The bread and butter of the Mercenaries, no real strengths or weaknesses. Reporter / News focused

Special Knight / Specializes into melee weapons, gets 1+ Muscle. Rifleman / Uses ranged weapons, gets +1 Reflex. Demo / Focus on explosive weapons like grenade launchers. Pyro / Utilizes flamethrowers.

Support Engineer / Builds structures, utilizes equipment like sentry guns, gets 1+ Clever. Medic / Acts as a squad's medic, gets 1+ Clever. Crewman / Focused on providing logistical and artillery support, gets 1+ Speed and -1 Muscle.

Aerial Flight / Flight and jetpacks, extremely mobile. Pilot / Operates shuttles. [Not available]

Officer Officer / The leaders of the various squads, gets 1+ Endurance and Clever. [Not available] ASI / Acts as an assistant to the Squad Leader, passing along information. Not yet implemented. [Not available]

Vehicles Transport / Utilizes light vehicles such as the Jeep for quick movement across the mission area, gets +1 Clever and -1 Endurance. Tank / Provides heavy support with APCs and Tanks, gets +1 Clever and -1 Endurance.

Armor Tiers and Classification
''Each armor + signifies 25% resistance against that damage type. Each - is 25% increased damage when being hit by that damage type. Weight is simply how much the armor slows you down. The more higher it is, the more slowdown. Endurance determines how much of a modifier your endurance stat will receive, with C being baseline.''

The three armor types:

-MELEE: Attacks up close -Swords -Claws -Bayonets -Punching

-RANGED: Projectile attacks -Gunfire -Acid Spit -Frag Grenades

-HAZARD: Most AoE and environmental effects -Fire -Acid Spray -Smoke -Regular Bombs

Other Information
When examining a set of armor, it's protection ranks will be listed, these being Melee, Ranged, Hazard, and Endurance. Endurance is the modifier to a human's Endurance stat.

Rifleman Kits
Rifle kits come with +1 REFLEX and expanded access to elite precision and autofire weapons such as the Minigun, SCAR battle rifle and Sniper Rifle.

Demo Kits
Demo kits come with +1 ENDURANCE and expanded access to heavy area of effect weapons such as rocket launchers and flamethrowers.

Knight Kits
Knight kits come with +1 STRENGTH and expanded access to melee weapons such as the Slider.

Engineer Kits
Engineer kits come with +1 CLEVER and expanded access to buildables and support structures.

Medic Kits
Medic Kits come with +1 CLEVER and an expanded list of restorative support items.

Pilot Kits
At this time, all Officer kits have been disabled.

Exosuit Kits
Exosuit Kits have -2 STRENGTH, -1 SPEED and have AF_LIGHT powered armor with the following attributes:
 * Take 90% less base damage from most ranged weapons.
 * Take 50% less base damage from most melee weapons (Sliders notably excepted, which do full).
 * Can access and utilize specialized weapons which draw upon and require Exosuit energy delineated in ten 'units' and do not need to be reloaded.
 * At 0 Exosuit energy, the movement speed of the Exosuit is drastically reduced and it cannot utilize any weapon that draws on Exosuit energy.
 * Exosuit energy automatically regenerates when not in use after a 10 second delay, and while in vehicles. The baseline regeneration rate is 0.25 units of energy per second. Vehicles regenerate 0.5 units of energy per second.
 * Exosuits have drastically reduced storage, with only 3 pockets, 6 unit tape storage and 1 storage slot for their weapon.
 * Are repaired by tape. It takes approximately 7 seconds to repair an Exosuit or restore a destroyed Exosuit with tape at baseline Clever. A destroyed Exosuit will regenerate in 60 seconds otherwise.
 * Exosuit users can eject from their Exosuit while it's at 50% or less integrity by pressing V to avoid being stunned and taking heavy damage when the Exosuit is destroyed. When doing so, they are launched into the air in a random direction. This direction can be altered by throwing an object of any kind.