Build Your Own! Ark Terminal

"Lot's of bad mother fuckers out here. The best thing for us grunts in a war like this? Keep your heads down until we're reinforced, or hope their ARK's run out of ammo.""And if they don't run out?""Then pray that our boys bring more than them." - 212th Infantry Division soldiers discussing their situation, Siege of Outpost Damascus IV c. 2239.Congratulations Pilot! You've successfully taken and completed the Ark Pilot Initiation and Training course with flying colors! Now today we are going show you what it means to design, outfit, and control your very own personal Ark! Step up to the terminal before you please, and be mindful of your resource counter. Make all decisions now, or else you won't be able to fix it later on. Now remember, be brave, be bold, go ballistic! You've earned it kid!
You will have a pool of 100​ resources and are advised to spend them wisely. Once you've spent your resources you are entrusted to stick with these choices until your Ark's unfortunate demise. An Ark is an extension of yourself, the Pilot. Treat it with care, and don't be shy on the customization. Individualism is encouraged, impracticality is not.This Terminal is for designing and customizing Ark Machines. Most Resource Costs will be indicated via (1234) next to the item name. Ark Types and Resource Costs Your Ark's health is DOUBLE what it's resource cost was.
=== Super Light Ark Resource Cost: 15 ===
* Incredibly light and nimble, a Super Light Ark could be qualified as little more than a superior set of powered armor. Armor equivalent to an up-armored Humvee and can resist .50 caliber rounds with minor damage to their paint jobs. Anything of higher caliber will begin to wear down, chip away, or even outright defeat their plating with relative ease. Heights ranging from 8 to 12 feet. Resistant to Class 1 weapons and below. (Example)
=== Light Ark Resource Cost: 20 ===
* The proverbial upgrade from Super Light Arks, the Light has a larger stature with more space for plating and hard points. The most common form of Ark deployed for mechanized warfare by all nations. It the perfect balance of speed, armor, and firepower in a combat engagement. Armor equivalent of an APC. Heights ranging from 12 to 16 feet. Somewhat resistant to Class 2 weapons and below, but concentrated fire will whittle away at the armor and substructure. (Example) 
=== Medium Ark Resource Cost: 25 ===
* The middle ground of armored protection at the sacrifice of mobility and maneuverability. Their jack of all trades, master of none platform for Ark Machines makes them fairly versatile tools who can conform and excel in fields they are equipped to deploy into. Armored equivalent of a IFV. Heights ranging from 16 to 20 feet. Resistant to Class 3 weapons and below, however concentrated fire or armor piercing rounds will make short work of defensive plating and substructure. (Example)
=== Heavy Ark Resource Cost: 30 ===
* The mobile heavy weapons platform of the Ark production line, Heavies are walking main battle tanks who can shrug off most conventional weapons and continue advancing on the enemy position. They are hardy, lumbering, and boast an imposing battlefield presence. Capable of hauling some of the heaviest weaponry available, they typically operate as heavy fire support, or as an unstoppable vanguard breaking through the enemy lines. They sacrifice speed for armor, and subtlety for battlefield dominance. Armor equivalent of a main battle tank. Heights ranging from 20 to 24 feet. Resistant to Class 4 weapons and below, but concentrated fire will whittle away at the armor and substructure. (Example) 
=== Super Heavy Ark Resource Cost: 35 ===
* Titans of synthetic sinew and the most durable of armored plating, Super Heavy Ark's forgo all in the sake of survivability and power. There is little that can defeat the armor of a Super Heavy as they bare down upon the battlefield. They boast the heaviest and most durable of armored plating, boast reinforced synthetic muscle, servos, everything has been dedicated to the raw physical power and survival at the expense of having laughably low mobility. Armor equivalent of a walking bunker. Invulnerable to Class 2 and below. Highly Resistant to Class 4 and below, but concentrated fire will whittle away at the armor or substructure. (Example) 
=== Super-Dreadnought Ark Resource Cost: 45 ===
* You are a mobile, walking fortress who laughs as class 4 weapons that dare to tickle your armor. Crush the peasants beneath your foot. You are the apex predator, and have come to lay claim to your dominion. (Reserved for DM's or hostile NPC bosses, SD class arks have 100 points to utilize as they are considered boss fights for the player base to out smart, over power, and earn their place at the top of the food chain.) (Example) 
== Standard Equipment ==
This is a list of standard equipment that is universally implemented into all Ark designs. It is optional whether the pilot decides to keep these in the roleplay or not, but know that most pilots will have these as part of their standard loadout.
* Basic Controls: Gain a basic and intuitive set of controls for your Ark. Can be customized to accommodate limbs and attachments, or to work solely for specific limbs/attachments. Essentially, the user can customize the control scheme of their Ark to their desire, allowing for maximum comfort and combat capability.
* Internal Status: See your health, the well-being of your suit, and all relevant conditions (internal/external temperature, core temperature, part integrity, etc.). These statuses appear as a heads-up display on the viewing screen of your Ark. 
* Assisted Aim: This ark-standard system helps give relative speed and distance from a target. This information is displayed on the Ark's HUD.
* Vocal: A built-in device that projects your voice outside of your suit up to 100m. 
* Sentient A.I.: Gives the Ark a super-advanced A.I. capable of accurately replicating human emotions. A.I. is subject to being influenced by its pilot's behavior and personality. Though originally A.I. was used in Arks purely to assist Ark pilots in things such as combat analysis and statistics such as hull integrity, internal and external temperature, and the pilot's own health (which it could monitor through the use of the spinal implant), A.I. has currently advanced to the point where it can accurately replicate human emotions - though originally seen as a disadvantage, a majority of military psychologists suggested that the Ark pilot program kept this development after many experiments indicated that those with a Sentient A.I. installed in their arc exhibited greater mental health and cooperation than those who did not. However, some still choose not to install A.I. onto their Ark out of fear of becoming too attached to it. 
* Cybernetic Synthesis Implants: Undergo an intricate and painless surgery that attaches to an artificial, external spinal column on your pre-existing spine. Can link up to Ark and gain tactile feedback, extra limbs will feel and work functionally as if an innate part of yourself. As well as undergo a painless surgery that injects a microchip onto the surface of your brain, merging it with your grey matter. Gain up-link with Ark, allowing you to call your armor to you when disembarked. Can use communications telepathically while not inside your Ark. All associated HUD elements can be displayed wirelessly on your vision via mental imaging.
== NPC Arks ==
NPC Arks are Arks that are either not roleplayed, unimportant to the point they can be eliminated without needing PTK (Permission To Kill) (This includes minor enemies), or very minor allies to the main cast. NPC Arks can be gathered as allies if JSF Nemean were to complete Side Missions as rewards. These NPC Arks will be built for different tasks depending on what JSF our main crew helps out, such as hit-and-run, siege vanguards, infiltration, recon, suppressive fire etc. They can be commanded by a member of Nemean to help them assist in their duties.
NPC Arks (Cannon Fodder) are limited to 70 Resource Points and are prohibited from having the following:
* Any Ark class beyond Heavy
* Class 5 (Experimental) Weaponry
* Automatic Eject
* Sentient A.I. (or any of the upgrades that you can get for an A.I.)
== Communications ==
These specs are optional.
* Universal Command Suite (5): A command module that feeds real-time information on the position and well-being of Arks who uplink to the user. Allows the user to share their HUD and Communications options between all uplinked Arks. Translates any language and has lip reading capacity. Allows multi-media communications over wireless networks. Useful for command units.
== Targeting ==
These specs are optional.Guidance System (5): Only works with missiles. Provides consistent and updated info on a target's current position through advanced algorithms, allowing for better homing precision and longer chase time with guided missiles.Target Lock (5): The user’s mental inputs and facilities are tied to the Ark. This allows the Ark to track and update a target’s position based off the user's mental inputs while adjusting the Ark's stance to assure an optimal chance of connected impact.
== HUD/Visual ==
These specs are optional.Enhanced Vision (5): Can zoom up to 10x magnification. Gain night optics. Navigation (5): Precise GPS Navigation, useful in locating a designated area or target over long distances. Can also accurately ping areas selected by the pilot in the navigation map.X-ray Vision (5): Standard X-Ray capable of seeing through solid walls and objects. Negates Infiltrator Coating. Cannot penetrate lead structures.Radar (5): Microwave signals are sent, bounced off objects, and returned to a transceiver, displaying their relative location within a radius of up to 600 meters. Does not work against Infiltrator Coating.External Status (10): Same as Internal Status, but also gain visuals such as an estimated status of enemy Arks or targets, target locks, and the direction of enemy fire. 
== Utilities ==
These specs are optional.Automatic Eject (5): If the Ark sustains critical damage, then a failsafe is activated wherein the pilot is automatically ejected from the Ark in order to prevent the pilot taking damage from the Ark's destruction.
VTOL Hover (10): Provides a vertical take-off hover that can be sustained for up to 5 minutes. (Wendesvehr exclusive)Rocket Pack (10): Installed boosters on the back of an Ark that allow it to rocket-jump up to 20 meters (65 feet) in a forward arc. Using it 3 times consecutively will result in a 1-minute cooldown period to prevent overheating.
Advanced Hydraulics (10): Upgraded hydraulics in the legs allow the Ark to move roughly 150% faster than regular Arks of its class and allow it to pull off short-ranged (5 meter/16 feet) jumps. 
Vertical Mobility System (10): Retractable barbed claws are added to the Ark's hands and feet. These claws can dig into surfaces and allow Arks to climb up smooth vertical walls or steep slopes that would be otherwise be impossible for Arks to maneuver through. (Drachva exclusive)
Ark Grapple Tool (10): A larger version of the Grapple Tool available to Ark Pilots, mainly utilized to enhance Ark mobility. Can be used to effectively latch and reel individuals or propel towards friendly or hostile Arks with ease. Can also be used as a towing cable to drag objects without using limbs.Spider Debug System (10): Computer rootkit that will inject and sabotage any computer subsystem it is installed on, locking or unlocking electronically sealed doors and granting access to secret facilities. Can be used on Ark's to cause electrical system malfunctions, visual impairment, or hydraulic manipulator lockout for a brief, but optimal window of time. (15 seconds w/o AI buddy, 10 w/ Buddy, 5 w/ Supersentient A.I.)Infiltrator Coating (10): Stealth generator systems that conceal the Ark by utilizing light-refractory waves around its plating. Conceals about half of the Ark's mobility. Disables if combat is initiated, via weapon discharge or incoming damage. Ineffective against radar or thermal optics. 
A.I. Buddy (5): Upgrades your A.I. so that it helps to manage suit functions. Capable of autonomously controlling up to three drones, and slightly increases the Ark's resistance to hacks.Supersentient A.I. (10): Upgrades your A.I. so that it is capable of autonomously controlling up to six drones if present on the Ark. Additionally, it gives a significant boost to hacking resistance. (A.I. Buddy not required)
== Defense ==
These specs are optional.Temperature Resistance (10): Armor can operate in below zero and lava-like conditions, gains resistance to flame or frost based weaponry such as plasma cannons or cryo grenades. Physical Shield (5): Gain a deployable or permanent shield on a limb to gain directional defense from incoming damage. This shield can either be a physical one made from depleted uranium, or an emitted hardlight shield that can be projected from a wrist/arm unit on your Ark - neither is better than the other, they are simply cosmetic options as to fit with the general design of your Ark. At base, it can defend your Ark up to Class 2 weaponry. However, its defensive potential can be increased by pouring additional points into it:
Level 2 (10): Shield is effective up to Class 3 weaponry. 
Level 3 (15): Shield is effective up to Class 4 weaponry. 
Electro Pulse (10): Emits a shockwave of non-lethal electrostatic energy from your Ark that is capable of disabling electronics such as turrets, cameras and drones as well as severely crippling organic targets in the immediate vicinity. Can disable Arks for a period of 5 seconds. The installed battery holds enough electrostatic energy for 3 uses per mission.
Chaff Explosive (5): Create a 10m radius cloud of chaff particles, lead dust and flares to disrupt targeting and vision. Negates radar, x-ray and target lock. 
== Drones ==
Drones are small, flying machines autonomously controlled by your Ark. Each drone serves a specific purpose that involves supporting your team, whether it is to act as a scout without the need for endangering and Ark and its pilot, or to act as an on-field medic. Your Ark is only capable of autonomously controlling one drone at a time, unless it possesses the A.I. Buddy upgrade, in which case it can control 2, or the Supersentient A.I. upgrade, in which case it can control 3.
* Scout Drone (5): Small reconnaissance drone capable of sharing its vision with the user. If deployed by a suit user who has Command Suite, all members uplinked to the user can share the drone's vision. If the user who deployed the drone has any visual enhancements (Enhanced Vision, Thermal Vision or X-Ray Vision), then the drone is capable of utilizing the enhancements for itself. Can ping any spotted enemies/objects - this information is relayed to uplinked HUDs. 
* Repair Drone (5): Small drone outfitted with a torch and welder, and capable of repairing objects, items, and more. Can repair armor if the correct materials are available (this process takes time, generally up to three minutes). Parts are generally salvaged from fallen Arks. 
* Medi-drone (5): Small drone outfitted with a Biofoam salve kit. Will heal your Ark Pilot or targeted ally until it is destroyed. Can switch targets at any time. 
* Combat Drone (10): Small combat drone pre-equipped with both a 20mm rotary cannon OR a precision 25mm Remache to fend off light armor and infantry, as well as a side-mounted 40x53mm multi-munitions ordinance launcher. Along with Chaff Explosives, a mounted Zeus High Voltage non-lethal munitions mount. Can be destroyed relatively easily when compared to arks. Resistant to Class 1 ballistics, but very easily destroyed by Class 2 and above.
**20mm Rotary Cannon or 25mm Remache Precision Rifle 
**40x53mm Launcher 
**Zeus Non-Lethal Taser System 
**Chaff Explosives 
== Weapon Systems and Loadouts ==
You may choose from the weapons provided to suit your Ark play style. Each class of weapon does increasingly higher amounts of damage at the cost of higher recoil, a slower rate of fire and expensiveness.
=== Class 1 Weapons (5 per.): ===
Light Ballistics: .50 BMG rifles, machineguns, and other anti-material or near anti-material weapons. Will have trouble piercing through the armor of heavier-class Arks, but incredibly efficient as anti-infantry and anti-vehicle weapons.
12.7mm "Grand Chariot" Krau-8 Rotary Cannon: Essentially a mobile, Ark-capable version of the modern-day GAU-19 gun that allows for a blazing rate of fire due to its rotating tri-barreled design. Its relatively light caliber (for an Ark) means that it can be focused on a target with pinpoint accuracy, Though you won't be doing too much to heavier class Arks without sustained fire, it chews through light armor and rows of infantry alike. 12.7x99mm | 500 Round Belt Fed Mounted Drum | 1000 - 2000 RPM | 1,050 m/s (~3,450 ft/s)
=== Class 2 Weapons (10 per.): ===
* Medium Ballistics: 20mm autocannons, rifles and sniper rifles, as well as 40mm shotguns count in this category. Providing good piercing power and a high rate of fire, these guns provide a balance between anti-Ark and anti-infantry warfare.
**20mm "Leadstorm" Autocannon: The tried and true standard issued Ark-capable weapons platform. This sturdy yet reliable chaingun features a robust, rectangular heat shield to help mitigate temperature buildup whilst firing. This heat shield allows easy access to the Leadstorm's reciprocating barrel which, upon meltdown, is easily replaced by any Ark, regardless of class. The weapon boasts no optics, nor does it come with a stock as the weapon is easily controlled by the Ark using it. The weapon comes standard with a 200-round magazine and has been designed to cover a multitude of combat roles. Providing good all around damage and a high rate of fire, the Leadstorm is a true everyman's weapon. 20x102mm API | 200 Round Belt Fed Mounted Box | 700 RPM | 1,005 m/s (~3,297 ft/s)
***"You'll have trouble finding a weapon more venerable than the Leadstorm. Around since almost the UFL's conception, a project that originated in Atlan has since gone on to be replicated by almost every country in Jeralis, and it's easy to see why. 20mm armor-piercing incendiary rounds with depleted uranium penetrators are sure to wear down any armor with sustained assault, and it helps that recoil is about as controllable as it gets. Not to mention the sheer volume of fire makes it great for raining hell on infantry and armored transport too. They call it the Right Arm of the UFL for a reason." ~ A. Benedict, UDI Weapons Research and Development Division, CO.
** 25mm "Remache" Chaingun: Semi-automatic precision chaingun that provides incredible piercing capabilities and stopping power. Can hit targets from a range of up to 4000 meters (Roughly 2.5 miles). 25x137mm APFSDS | 60 Round Detachable Drum | Semi Automatic | 3200 m/s (~10,498 ft/s).
***"Noticing that they were yet to make a contribution to the increasing stockpile of UFL firearms, the Ambrosian Republic decided to finally give their pitch; an Ark-built sniper rifle, the Remache. 25mm, Armor Piercing Fin Stabilized Discarding Sabot rounds are able to pierce the frontal armor of any Ark type up to heavy with ease, and even then a well-placed back shot should deal with any heavies or super heavies. If you're looking for reliable heavy-hitter over long distances, little are as tried-and-true as the Remache." ~ A. Benedict, UDI Weapons Research and Development Division, CO.
** 40mm "Wallbuster" Slug Gun: A close-range pump-action artillery cannon that fires either huge 40x130mm depleted uranium slugs for armor piercing or air-burst flechette canisters for anti-infantry and breaching purposes. The shotgun has an adjustable barrel choke that can close or expand to allow for tighter clusters of flechettes for singular targets, or for a wider spread against multiple targets respectively. Excellent as a pointman's weapon due to its extreme damage at close range, however it suffers from heavy damage dropoff at longer ranges. 40x145mm Slug/Airburst Flechette Rounds | 10 Round Capacity | Pump-Action | 547 m/s (~1,800 ft/s)
*** Arkslayer Bayonet Attachment (5): An underbarrel Arkslayer Dagger attachment that allows for both enhanced melee damage and quick access to melee attacks.
**** "Though most Ark engagements take place with at at least 300 to 500 meters of distance between each side, increasing use of Arks in dense urban areas prompted the Federation to design a firearm suitable for these conditions - the end result was an oversized shotgun. Can load giant 40mm DU slugs that will go straight through a heavy and out the other side at ranges of 100 meters or less, or 40mm airburst canisters containing dozens of flechette rounds for infantry crowds. Real popular among super light pilots, which is easy to see why considering they're typically the ones deployed in urban ops." ~ A. Benedict, UDI Weapons Research and Development division, CO.
* Melee Weaponry: Melee weapons constructed of durable graphene alloys, designed to be used by and damage Arks.
**Arkslayer Blade: A giant blade resembling a messer sword. The blade is constructed of graphene, the material itself being an excellent heat and electricity conductor, it's blade-edge is heated to over 4000 degrees Celsius, allowing it to slice through military-grade steel when combined with the strength of an Ark. Temperature resistance reduces effectiveness.
***"Based off the old-world sabers still carried around by Wendesian officers to this day. A hallmark of Wendesvehr's stalwart adherence to ancient traditions, the Arkslayer Blade can often be spotted being carried around on Wendesian Arks. Unlike the swords carried by officers, however, the Arkslayer blade is actually used in combat - and it works. As use of the Arkslayer blade became more widespread, many nations began to use their own cultural designs for the blades - for example, Atlan Arkslayer Blades much more closely resemble the longswords used by ancient knights, a Drunian Arkslayer Blade resembles a khopesh, a Shinagi blade resembles a katana, you get the gist." ~ A. Benedict, UDI Weapons Research and Development division, CO.
** Dual Daggers: Two downsized versions of the Arkslayer blade, resized for one-handed use, these daggers are built for mobility and piercing power. Temperature resistance reduces effectiveness.
*** "The Mondraens took one look at the Arkslayer Blade and said, 'Hey, that's cool and all and we want one, but it's a little too big and clunky to fit with our obsessive proclivity for hit-and-run and guerrilla warfare'. So they created the Arkslayer Daggers - downsized variants of the Arkslayer Blade that are a lot quicker to unsheathe, cleave through that unsuspecting heavy's back, and retreat into the forest with. Mondraens would consider it worth the significant reach dropoff." ~ A. Benedict, UDI Weapons and Research division, CO.
** Heavy Chainaxe: The heavy chainaxe is a brutal hand-to-hand bladed weapon crafted in the form of a one or two-handed axe(s) which incorporates a powered chainsaw edge. The biting action of the whirling row of Arkslayer teeth means these weapons melt through reactive armor with relative ease.
*** "It's a chainsaw axe." ~ A. Benedict, UDI Weapons Research and Development division, CO. 
** Boost Hammer: A hammer with a mini booster engine installed into the back of its head. When swung at a sufficient speed (enough for any class of Ark to reach with the swing), the booster engine is activated and the hammer is further propelled by a rocket-like blast from the back of the head, delivering enough impact force to nearly completely crush a tank's turret in a single swing. This hammer hits incredibly hard but is exceptionally cumbersome.
***"Probably one of my favorite weapons of all time just because of how ridiculous the prospect of it is. Who thinks, 'Hey, we should get a giant hunk of metal attached to a pole, jerry-rig a rocket engine onto it, and make Arks swing them around all willy-nilly in combat!'? The Red Star States, of course. Though really, it stops being silly once you see a heavy piloted by a stimmed-up Zero rushing at you with a 4-ton rocket hammer." ~ A. Benedict, UDI Weapons Research and Development division, CO. 
=== Class 3 Weapons (15 per.): ===
Heavy Ballistics: 30mm - 40mm cannons and autocannons count in this category, providing both anti-ark, anti-tank and anti-air capabilities at the cost of a slow rate of fire and extreme recoil. These weapons are intended to provide heavy bombardment over long distances. 
*40mm "Huntress" Heavy Rifle: A semi-automatic or burst firing, multi-purpose/anti-Ark cannon that can deliver remarkable damage at medium to long range with exceptional accuracy. 40x311mm APFSDS | 33 Round Drum Mag | Semi-Auto or 3-round burst | 1,021 m/s (~3,350 ft/s)
** "Another example of the Red Star's inclination to rip anti-armor cannons off their turrets and tweak them slightly for Ark use, the Huntress is quite a popular heavy-hitter for Red Star Arks. Based off the 40mm Bofors anti-air cannon, this weapon is intended to deliver constant, repeated heavy fire within a concentrated area from a medium to long range, making it favored as an Ark-mobile artillery platform." ~ A. Benedict, UDI Weapons Research and Development division, CO. 
* 30mm "Phoenixfire" Autocannon: A rapid-firing chaingun that can deliver unfathomable amounts of damage, shredding apart even Heavy Class Arks with sustained fire. 30x173mm API | 130 Round Belt-Fed Mounted Drum | 500 RPM | 1,010 m/s (3,324 ft/s)
** "Though one would think it is of Red Star origin, this design is, quite surprisingly, Drunian. Originally just a repurposed design of the standard Drunian 30mm chaingun, its firing rate was eventually slowed down significantly after it was discovered that the recoil produced from firing such a large caliber and such a high firerate made the weapon liable to cause massive amounts of collateral damage - including friendlies. On top of that, it was practically useless for any Ark class below heavy due to the immense amount of recoil. This slower-firing variant eventually became known as the "Phoenixfire", and is especially popular in bunker-busting operations." ~ A. Benedict, UDI Weapons Research and Development division, CO. 
* 30mm "Mjolnir" Shot-Cannon: The Shot-cannon is essentially a cross between a FlaK cannon and an autocannon. A remarkable feat of engineering, the Mjolnir's bullpup design makes it relatively low profile and highly portable, featuring a massive muzzle break fastened onto a rather short reciprocating barrel to mitigate recoil, and maintain its short profile. The Shot-cannon is a versatile, close-medium quarters weapon with a very rugged and complex firing mechanism that allows it to alternate firing in a single shots, burst, and full-automatic modes with devastatingly high rates of fire. The Mjolnir comes with a deployable grip on the side of the weapon to maintain control and recoil direction. The weapon is fed from a large drum magazine containing over fifty shells, allowing for prolonged bursts, and a short burst of a half-dozen shells at point-blank range can easily shred anything in its path and chew through reinforced Ark plating like butter. 30x113mm Canister | 50+1 Box Magazine | Semi-Auto, Burst & Auto 360 RPM
**Selective Munitions Payload 
***Arkslayer Bayonet Attachment (5): An under barrel Arkslayer bayonette attachment that allows for both enhanced melee damage and quick access to melee attacks.
***"The Mjǫllnir, a true work horse of the Ambrosian Merchant Marines arsenal, it's apparent simplicity belies the innovative and rugged technology. Capable of utilizing multiple small yield explosive munitions, favored by boarding parties despite the weapon's powerful recoil and the "limited" effective range, as its impressive firepower at close quarters is perfectly suited to combat inside cramped corridors that are a staple of naval boarding actions. With each canister containing roughly 12 flak shards, releasing a white hot blanket of shrapnel that is potentially lethal to "soft targets" up to about 700 meters just liquifies human matter. After clearing a vessel previously occupied by Recusant Corsairs the Merchant Marines send in a clean up crew to hose down the vessel, and wash out any insurgent remains lining the ship corridors. It's not advised that this weapon be deployed in high traffic population centers."
*"Turntable" Proximity Mine Launcher: Proximity mines can be deployed at up to medium range and will await enemy movement before triggering. Can also be set for manual or timed detonation (must set before firing). This weapon was invented with the purpose of giving Arks the capability to carry and rapidly deploy multiple anti-tank/Ark mines in quick succession. 8 Mine Pod | Semi-Automatic | 10m Detonation Radius
** "It should be no surprise that a weapon that favors careful placement and ambush tactics is of Mondrae design. The disc-like design of the mines prompted Ark pilots to begin calling it the 'Turntable', after an old-world record playing device. It has managed to crave out a niche for itself in guerilla-style warfare, favored by light Ark pilots who prefer ambushing an unsuspecting convoy or employing hit-and-run tactics." ~ A. Benedict, UDI Weapons Research and Development division, CO. 
* 60mm "Abaddon" Thermite Launcher: An advanced burst-firing, 21 round grenade launcher firing large 60mm canisters containing an advanced thermite paste which clings to, and burns through, nearly every known substance. Each trigger pull catapults canisters in three round bursts. On contact with a target or object the canisters burst open and erupt violently, spreading an ignited thermite fuel mixture over a 10 meter area. This has especially devastating effects on infantry units, and can melt through Arks due to the extreme temperatures. Temperature Resistance greatly reduces the effect of this weapon. 60x167mm Thermite Fuel Canister | 9 Round Mounted Drum | 3-round burst | 183 m/s (600 ft/s)
**"An incendiary bombardment weapon developed in Drunia, the Abaddon thermite launcher earned its name through the hellish effects it has on infantry - melting skin, burning flesh and all that. Don't think that Arks are safe, either. Thermite burns at over 2000 degrees celsius, meaning it can easily melt through the depleted uranium armor used on Arks and turn the cockpit into an active furnace. That, or it could make its way into the ammo stockpile. Free fireworks show. As for how it works, a magnesium fuse in the canister is detonated on contact, causing the thermite fuel mixture contained within to ignite so violently that the canister just explodes and white hot flames are sent everywhere. In my personal opinion the use of this weapon should be considered a warcrime, but it also happens that it's one of the most frequently deployed incendiary weapons in the UFL. Go figure." ~ A. Benedict, UDI Weapons Research and Development division, CO.
* 80mm "Hakken" Smartmissiles: 5-round deployable missile rack, typically installed within an Ark's shoulder or torso unit. Capable of firing up to 5 Smartmissiles, which use advanced mathematical equations and algorithms to track and strike targets with pinpoint accuracy. Though not powerful on their own, they can make for a highly accurate and devastating bombardment weapon, especially if used in pairs. 80x130mm HE Missile | 5 Round Missile Rack | 600 m/s (1968 ft/s)
** "The missile knows where it is at all times. It knows this because it knows where it isn't. By subtracting where it is from where it isn't, or where it isn't from where it is (whichever is greater), it obtains a difference, or deviation. The guidance subsystem uses deviations to generate corrective commands to drive the missile from a position where it is to a position where it isn't, and arriving at a position where it wasn't, it now is. Consequently, the position where it is, is now the position that it wasn't, and it follows that the position that it was, is now the position that it isn't." ~ A. Benedict, UDI Weapons Research and Development Division, CO. 
*"Thunderflash" EMP Cannon: Fires out a short-range, directional pulse of electrified energy capable of disabling electronic systems and subsystems. Direct hits disable Arks for up to 20 seconds. Relies on a battery cell that must be replaced and given a minute to charge up before firing again.
**"A recent Shinagi invention, based off the also Shinagi-designed EMP grenades intended to take out electronically-powered devices such as automated turrets and drones. A direct hit will disable an Ark for up to a minute, and a point-blank blow could potentially fry an Ark altogether, though this tactic is risky as it could do the exact same to the Ark holding it at that range." ~ A. Benedict, UDI Weapons Research and Development division, CO. 
=== Class 4 Weapons (20 per,): ===
* Colossal Ballistics: 80mm barreled to 120mm short barreled cannons, heavy weaponry that is dedicated purely to anti-Ark and anti-tank that is typically shoulder-mounted due to the sheer recoil that is produced by these weapons. To compensate, these shoulder-mounted weapons are fed by 'autoloaders' which automatically reload the gun from a stored ammunition stockpile aboard the Ark, though this process is lengthy. 
**ATLAS "Nice Guy" 120mm: Shoulder-mounted smoothbore cannon that fires 120mm high-explosive anti-tank rounds. Shaped charge munitions provide a balance between armor piercing and area-of-effect damage. 120x570mm HEAT | Single Shot | 1,575 m/s (5,170 ft/s)
***"Easily among the most popular anti-Ark and anti-tank weapons, as demonstrated by its use in almost all nations in Jeralis, the Nice Guy affectionately earned its nickname from the fact that any death delivered by it was sure to be quick and painless - there's not much to feel when you're immediately turned into red paste on the walls of whatever's left of your Ark's chassis. A rightfully venerated and feared weapon." ~ A. Benedict, UDI Weapons Research and Development division, CO. 
** "Arbalest" Railgun: High powered, rail-driven and recoil-less rifle cannon fires extremely accurate kinetic slugs at targets, providing immense piercing power over vast distances with the tradeoff of area-of-effect damage. Capable of severing Ark limbs with a well placed shot to the joint. Sufficiently cumbersome. 25x950mm Tungsten Slug | Single Shot | 2,058 m/s (6,752 ft/s)
*** "One of the only class 4 armaments you can find that's actually handheld and shaped like a conventional rifle rather than a shoulder-mounted cannon. An extremely popular pick among marksmen Arks, the Shinagi-patented rail technology allows depleted uranium "slugs" (though they more accurately resemble metal rods) to be fired with such immense piercing power that stories exist of Arks being hit through multiple building with this weapon. Its distinct, deafening thunder-like report is what earned it its name." ~ A. Benedict, UDI Weapons Research and Development division, CO.
** "Quad Pod" Multi-Rocket Delivery System: The Quad Pod is a shoulder-mounted rocket-propelled munitions system that fires a rapid volley of 4 missiles at a time in a surprisingly straight arc despite the corkscrew flight path of the missiles in question. The weapon uses a unique system for loading and firing: rather than using a traditional magazine or single-shot system, it is fed by a unique 4-barreled 'Gatling mortar' system. Similar to a Gatling gun, the barrels rotate rapidly when a volley is fired, with each rocket being fired consecutively once the barrel reaches the top of the rotation, resulting in a rapid bombardment of the targeted area. Highly effective against large clusters of infantry and can defeat armor through a top directed attack. 103x520mm HE | 4-Rocket Burst | 290 m/s (~950 ft/s)
*** "An ode to the Federation's ever-persistent love of explosive weaponry, the blueprints for the Quad-Pod refer to it as a 'Rapid Munitions Delivery System'. Its name comes from its 4-barreled 'Gatling gun' design, the only of its kind that I've seen that actually works and has been fielded widely. This system has largely replaced most single-shot infantry mortars on the field due to the area it can cover with those 4 HE rockets. Not optimal for armor-piercing, but in terms of sheer area of effect it can't be beaten."~ A. Benedict, UDI Weapons Research and Development division, CO.
** "The Slagger" 77mm Recoilless Rifle: A recoilless rifle that fires two shots consecutively within microseconds of each other. The first shot is a blast of superheated plasma that heats armor to the point it is softened, before firing a 77mm sabot that punches through the weakened armor. Lightweight and producing little to no recoil, the Slagger is an optimal armor-penetrating weapon for lighter class Arks.
*** "A relatively new development from Wendesvehr, The Slagger was intended to provide a recoilless armor-piercing method for their Arks that could defeat modern armor. Turns out softening the armor with a 5000 degree celsius wad of plasma before sending a 77mm sabot through it does the trick. The recoilless projectile means that the pilot does not need to readjust their aim after firing, so the pilot can simultaneously fire a slagger and any other weapon they happen to be holding. Its significantly reduced projectile size means that's a hell of a lot lighter than a 120mm tank cannon, too - a good advantage, especially if your a Wendie flying Ark. It lacks much of the cover-penetration of its other competitors, though can destroy an Ark as good as any class 4 armament." ~ A. Benedict, UDI Weapons Research and Development division, CO.
** 88mm "Jag’d Mons" Chaingun: The “Jag'd Mons” is currently the largest Ark-portable autocannon on offer for pilots deployed in the field. The “Jag'd Mons” defining characteristic is its reciprocating quad barreled design, in which the barrels can be fired one or two at a time depending on the rotation pattern selected by the user. The “Jag'd Mons” weapons platform’s total mass, accounting for its four barrels, harness, and ammunition drum weighs roughly 18 tons in total, a sufficiently cumbersome weapon. The weapons platform also suffers from abysmally low fire rates, as well as limited ammo capacity but more than makes up for this detraction through absolutely devastating firepower.  88x822mm APDS | 20 Round Drum | 120 RPM |  1,130 m/s (3,700 ft/s)
*** "A common armament found on Mondraen naval vessels, coastal flak emplacements, or main-battle tanks, repurposed by the Republic of Mondrae for use by their Heavy and Super Heavy Ark units, whatever few of them there are. The weapon itself is fed by an ammunition chain linked to a massive drum which is generally secured on the rear chassis of the Ark operating the weapon for better weight distribution. To aid in ease of use the weapon would ideally be mounted with a specialized pneumatic manipulator harness attached to the Ark’s sub-frame, wrapping over the shoulder. To put it in English, this allows for greater stabilization while firing the weapon, as well as allowing for seamless storage-to-combat movement. A powerful tool for bombardment, the thundering report of a Jag'd Mons is a sound any pilot should fear."
=== Class 5 Experimental Weapons (25 per.): ===
* Experimental Ballistics: The pinnacle of technology, these weapons are absolute forces of destruction. Capable of wiping out platoons of infantry and destroying Ark machines and tanks alike in little time. However, they are extremely costly and can only be used once per battle.
**X-661 "Lazarus Wyrm" Plasma Flamethrower: Allows the wielder to spray a 10m (32ft) wide and 90m (330ft) long cone of superheated plasma from their position. Capable of turning Arks to molten slag in mere moments. If an Ark has Temperature Resistance, then they will take considerably less damage, though cannot survive the sustained fire. Fire can be sustained for a continued 60 second stream before its fuel runs dry, requiring a reload. Wide-Area Flame | Fuel Tank/mission: 2
*** "During the Drachvan-Federation conflicts, there was a sort of arms race between the two nations to see just who could make the most horrific weapon. As a result, Drachva came up with the 'Zmajin Dah' - or, as the Atlans knew it, the flamethrower. To this day, the weapon remains such a tried-and-true design that the Drachvans eventually decided to (massively) upsize it and make the flame hot enough to turn the gas into plasma. The plasma flamethrower is also known as the 'Lazarus Wyrm, due to the distinct blue flames and "roaring" noise produced when the weapon is fired. A cruel and terrifying weapon, many high-ranking officials within the UFL have attempted to criminalize the weapon's use in warfare - and all have failed in doing so." ~ A. Benedict, UDI Weapons Research and Development division, CO. 
** X-070 "Event Horizon" Singularity Projector: The "Event Horizon", colloquially called the "black hole gun", encases particulates of matter within a high-powered mass-increasing field, elevating them to near-infinite mass. This creates a gravitational singularity that draws in nearby matter as the projected field travels for a limited period of time. The rapidly-increasing gravitational pull near the singularity's event horizon rips, or "spaghettifies", the objects apart. The singularity quickly destabilizes and returns to normal mass, with explosive and devastating results. Single Shot Projectile | Capacity/mission: 1
*** "Though one would expect a technological marvel of this degree to come from the Imperium, this weapon is actually a product of Bharatan ingenuity. Somehow, these guys managed to create a projectile that is capable of producing its own gravity well. This gravity well sucks objects and matter in, shreds it down to a molecular level, and adds it to its mass. Eventually, it becomes dense enough to suck in humans, cars, Arks, you name it." ~ A. Benedict, UDI Weapons Research and Development division, CO. 
** X-1978 Particle Beam: Initially drafted up as a piece of heavy mining equipment, the X-1978 is a heavily augmented mining laser that acts as a precise and lethal focused-radiation bombardment weapon that spews out a particles driven along an acceleration ring inside the barrel and back before emitted at hyperkinetic speeds in the form of a highly accurate heat-beam, effectively breaking apart the atomic makeup and composition of its target upon impact. Single Shot Beam | Capacity: 3
*** "I don't think I'll ever forget the look on my colleague's face after we witnessed one these melt straight through three five-inch walls of reactive armor at a UDI weapon's testing facility, only to hit the 3-foot thick reinforced concrete wall on the other side with almost enough power to break it. That's fifteen inches of the reactive armor we use on Arks. I don't think that kind of penetrative power exists outside of the cannons we use on airships. A direct hit will turn any Ark to slag. No one really knows what happens to the pilot, but I'm pretty sure they're evaporated. Oh, it was invented by the Shinagi, by the way." ~ A. Benedict, UDI Weapons Research and Development division, CO. 
** X-835 Ion Projector Cannon: The X-835 Ionizes targets with a nonvisible laser to ready them for a high-voltage electrical bombardment. As the lightning-like bolts strike their first target, a sophisticated FOF targeting system paints succeeding targets with the ionization laser, allowing the electrical current to take the path of least resistance and arc between multiple targets. An entire squadron of Ark's can be shocked into inoperability and slagged with a few pulls of the trigger. After striking an initial target, the ionized field in the air stays active for approximately 10 seconds and has a 12 meter radius, priming more targets for electrical saturation. Chaining Electrical Weapon | Capacity/mission: 6
*** "For a country that has supposedly stayed neutral all its life, the Shinagi have a real knack for developing some of the most terrifyingly beautiful weapons intended to cause mass human casualty I've ever seen.The UFL has recently managed to pull off a weapons trade deal with the Imperium and had a bunch of these imported (along with the Particle Laser Cannons). Since then it's seen increasingly common use among UFL troops, both due to its destructive capabilities and psychological effect it can have on the enemy - seeing your whole Ark unit go from 'standing-on-two-legs' to 'pile-of-ash' isn't something you exactly just recover from." ~ A. Benedict, UDI Weapons Research and Development division, CO.
** Fusion Missiles: Launched missiles that must be locked onto a target (Cannot be dumb-fired). Armed with powerful warheads, these missiles decimate any normal target. Due to the complex structure and launcher, this weapon cannot be fired consecutively. Affects an 20m radius. Guided Missile | Capacity/mission: 1
*** "Heat-seeking destruction. It's pretty uncanny how the Federation has managed to fit the power of a 1000-pound bomb into a warhead small enough to be carried by an Ark, but I guess that's nuclear weapons for you. Regardless, if you see one of these things streak into the sky, that means your within its potential kill-zone - and you best hope and pray that you aren't." ~ A. Benedict, UDI Weapons Research and Development Divsion, CO.
**X-44A1 "Permafrost" Cryo-Disruptor: Cryo-round technology is used to modify standard weapon slugs. A cooling laser collapses the ammunition into Bose-Epstein condensate, a mass of super-cooler subatomic particles capable of snap-freezing impacted objects. Upon the pull of the trigger, a containment bubble is lobbed from the barrel of the weapon which bursts in a wide field to freeze targets of objects caught in the blast. Effectively seizing up Ark limbs, solidifying organic matter, and creating hazardous terrain for man and ark alike. 
***
**Mono-Tech Weapons: Mono-Tech weapons are highly advanced pieces of military hardware which when activated generally exude a hazy field of bluish energy that wraps around the primary impact region of a melee weapon, be it a sword's blade or warhammer's head, which is capable of disrupting the molecular bonds of matter when it strikes. These weapons may be constructed to appear as a primitive, simple melee weapon, with the power field generator concealed within the hilt or haft of the weapon. Once the power field is switched on, however, the obvious humming sound given off and the blue light emitted gives the secret of the weapon's true nature away. (Some examples of Mono-Tech weaponry below)
***Monosaber: A saber-shaped sword with a luminescent, blue blade edge when active. Around the blade, an invisible field is projected. This field lasts for one minute and forcibly pushes matter out of the way of the blade on a molecular level, allowing it to slice seamlessly through any material, be it a sheet of paper or tank armor. The saber has an additional, "last-resort" ability in which it can charge all of the power cell's stored up energy into the blade, which is then projected in a forward-moving, crescent energy slice when the wielder swings the blade. This crescent wave travels about ten meters and can cleave larger-class Arks in two, but at the cost of using up all of the Monosaber's energy. Due to the larger size of the blade, it offers more reach but less mobility than the Monodaggers. Remains active for 1 minute before a recharge is required.
****"Once everyone started using Arkslayer blades, the Wendesians decided that they wouldn't let themselves be one-upped - so they went ahead and made a sword that can cut through anything. Unfortunately, some 'dubiously acquired' samples managed to fall in the hands of the other nations, who each managed to reverse-engineer the blade's properties and build their own - and much like the Arkslayer, each country seems to have their own design for the monosaber, too." ~ A. Benedict, UDI Weapons Research and Development division, CO.
***Monodaggers: Same functionality as the Monosabre, simply scaled down into a dual-wielded format. Twin shortblades with luminescent, blue blade edge when active. Around the blade, an invisible field is projected. This field forcibly pushes matter out of the way of the blade on a molecular level, allowing it to slice seamlessly through any material, be it sheet paper of tank armor. A power cell stored in its hilt allows the matter-separation field to remain active for around one minute before running out, the daggers then acting mundane blades until it is recharged. Due to the smaller size of the blades, they don't have quite as much reach as the Monosaber, though offer for a faster attack speed due to their dual-wield nature. Remains active for 1 minute seconds before a recharge is required.
****"After getting their pasty-white hands on Monosaber designs, the Mondraens decided to apply the same design principles they used for the Arkslayer daggers and greatly downsized the Monosaber and gave their Arks two of them. Really fun to see a super light quarter a heavy in the span of a second with these." ~ A. Benedict, UDI Weapons Research and Development division, CO.
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