Mercenary Gear and Equipment

Special Ammo
HP = Hollowpoint (Increases/Decreases armor resistance by 2x. Enemy with -- will become . Enemy with ++ will become ++++ and etc.)

AP = Armor-Piercing (Reduces/Increases resistance by 1 rank. Enemy with ++ will become +. Enemy with -- however, will become +++.)

Incendiary = (Sets target on fire. Nuff Said)

The Weapons
Standard ammunition can be vended by clicking on the gun in the voucher terminal UI.

Special ammunition for pistols is free, excluding extended magazines.

Ammunition for Veteran weapons will vary by gun.

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.''

The standard armor values are:

''Tier 0/None = Impact is -/-25%. Piercing is -/-25%. Slashing is -/-25. Weight is 1.''

''Tier 1 (Standard Mercs) = Impact is -/-25%. Piercing is 0. Slashing is 0. Weight is 2.''

''Tier 2 (Veterans) = Impact is -/-25%. Piercing is +/25%. Slashing is +/25%. Weight is 2.''

''Exosuit (Gamma) = Impact is -/-50%. Piercing is +/50%. Slashing is +/50%. Weight is 4.''

''Officer (SL) = Impact is 0. Piercing is +/25%. Slashing is +/25%. Weight is 3.''

''CO = Impact is +/25%. Piercing is +/25%. Slashing is +/25%. Weight is 2.''

(Note that these values may not be finalized)

''A EXOSUIT is different from normal armor. The user has his belt and back slots removed as well as pockets, but his Exosuit serves as his new health and gains Power, which is usually used for their weapons for now.''