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.)

Special Ammunition
''HP = More damage to unarmored. (Increases/Decreases armor resistance by 2x. Enemy with -- will become . Enemy with ++ will become ++++ and etc. Note that all playable Zurganids currently have positive Pierce resistance.)''

''AP = Armor-Piercing. (Reduces resistance by 1 rank. Enemy with ++ will become +.)''

''Incendiary = Sets target on fire. (Burning is extremely deadly to Swarms, also ignores armor. Duration stacks on successive hits, but damage does not.)''

Extended = Doubled magazine size.

All ammunition can be reloaded at a supply crate. Pistol magazine stacks will drain 0, SMG magazines will drain 1, and all other ammo types will drain 2. Add 1 point of drain for special ammo.

Ammunition
Ammunition for weapons can be vended by clicking on the gun in the voucher terminal UI.

Default-type pistol magazines and revolver speedloaders have six 'uses', or magazines per stack, and four 'uses' for special ammo types. You can vend infinite standard-type magazines for most weapons. Exceptions are specifically noted, and special ammunition magazines always cost 1 W$. Most magazines are vended 2 at a time, meaning each individual special magazine actually only costs .5 W$.

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. Cannot be fired one-handed without a Gyroscopic Stabilizer.

Submachine Guns/Mid-Sized Guns
Lacking in damage, but make 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 Delta Squad's special firearms. There isn't much consistent 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. None of the firearms can be reloaded at standard green supply boxes; if they use somewhat conventional ammo, they need a special red ammo box. 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.

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)

Other Information
Generally, wearing White Castle armor will increase Muscle by 1 while decreasing Clever and Reflex, while wearing Waffle House armor will increase Reflex by 1. Currently only Beta has access to armors that influence stats in unique ways (mostly by adding +1 Reflex when their contractor normally wouldn't). This may change in the future.

Beta-squad armor is noticeably slower on the ground.

Marine Flak Jackets have identical protection to standard Mercenary armor.

All Kits have two additional pocket-sized item slots inside of them.

An Exosuit is different from normal armor. The user has their belt and back slots removed, but their Exosuit serves as his new health and gains Power, which is usually used for their weapons for now. The Exosuit moves much slower with 0 Power, but Power is not spent by moving. Exosuits also are granted LIGHT-HEAVY, which means a small amount of damage will be directly subtracted from each hit, though less than full HEAVY, and are fully immune to any type of stun or knockdown. They're also vulnerable to anti-armor attacks much more than most Mercs. When the Exosuit runs out of health, it will eject the user with a suit core in their suit slot. Using repair tape on the core will rebuild the Exosuit.