Pilot Customization and Loadouts Terminal

"Congratulations Pilot! You've successfully taken and completed the Ark Pilot Initiation and Training course with flying colors! Please step up to the terminal in front of you, and select your equipment and weaponry. While an Ark is usually enough to get a job done on its own, sometimes you need to get your own two hands dirty. Mind your resource count, and if you don't like a weapon you can exchange it. Now remember, be brave, be bold, GO BALLISTIC! You've earned it kid!" ~ Chancy, Standard Protocol A.I. system.You are provided with 10 resources maximum to organize your pilots loadout. It is up to you to judge which weapons and equipment will be the absolute most useful tools for you to take into combat.
These weapons are for both standard military, and elite Ark Pilots for use when disembarked from a vehicle or from designated Ark Machines.
== Standard Equipment ==
Though there are countless options to suit and enhance a Pilot's playstyle, it should go without saying that each Pilot has a standard set of gear that provides baseline protection and needs. It is not necessary that these are listed on your page, as they are universal to every pilot.
* Trauma Plates: Lightweight yet durable graphene trauma plates on the torso, capable of taking much more sustained fire than standard-issue steel trauma plates. 
* Pilot Helmet: A special helmet capable of mounting helmet-based augments. Additionally, it comes with a HUD that allows users to receive digital messages and a standard filtration system that can help filter out toxins, though not much.
* Combat Knife: Standard-issue combat knife, used in melee situations.
* Flashlight: Flashlight either mounted on the helmet or carried on the Pilot's person. Helps you see in the dark relatively well, but can give yourself away to enemies if you're not careful.
== Specialization Suites ==
Specialization suites are avenues in which Ark Pilots may dedicate themselves to become more skilled in specific aspects of combat. Each suite provides bonuses which fit the specializations focus. While not necessary to take a specialization, the benefits added for the resource cost may better suit your needs out into the field.
wip
=== Field Commander Suite ===
=== Combat Medic Suite ===
=== Infiltrator Suite ===
=== Siegebreaker Suite ===
== Primary Weapons ==
=== Assault Rifles ===
 (Costs 2 per): Standard issue, known for automatic function, rapid firing rates, and close to medium range.
* M57A1 MAR: 5.56x45mm 30 round box mag | 700 - 950 RPM | 960 m/s (~3150 ft/s)
** "The M57 Modular Assault Rifle is the classic go-to standard for an AR weapons platform, providing a wide range of customization for numerous combat scenarios. Foregoing raw firepower for increased handling and maneuverability, the M57 is lightweight, accurate, and compact. The true swiss army knife of assault weapons, it is the standard issue rifle of the UFL."
* Petrovsky Vk-12: 5.45x39mm 30 round box mag | 600-650 RPM | 890 m/s (2,900 ft/s)
** "The PVK-12 is another hardy choice for any operator, impossible to jam, runs even when the barrel is melting down and its furniture is catching fire. Widespread use has been seen in countries outside of the UFL, the standard issue rifle of Drunia and spec-ops forces of Drachva. Lacks the close to mid-range stopping power of the M57, but makes up for it with better armor penetration and accuracy over range."
*Zorn EBR: 5.6x41mm 30 round box mag | 3-round burst 1100 RPM | 714 m/s (~2342 ft/s)
**"An exotic bullpup battle rifle favored by the Pact of Kings coalition nations. 3-round burst offers higher lethality with each trigger pull and remarkable close to mid-quarters accuracy, and bullpup design offers higher maneuverability in indoor environments."
* 'Shorty' GSSR-13: 6.56x50mm 28+1 round box mag | 4-round burst | Automatic 920 RPM | 830 m/s (2,700 ft/s)
** "A cute little assault rifle from Gashima Engineering in Shinagi, this stubby little weapon packs a mean punch and uses Gashima's proprietary 6.56mm round. Shinagi SWAT love this thing, it puts down gang members like nothing else, and'll do the same to Ark pilots. This thing is legendarily reliable and sturdy, and I've personally used th' thing as a goddamn battering ram once." - Quartermaster Arnold "Sparkplug" Byrnes
* 
Attachments: Add up to 2 optional attachments to any firearm in the Assault Rifle category for no Resource cost. Every attachment added after costs 1 RP.
* Projection Holo Sight: A non-magnifying holographic sight projected in front of the weapon that increases close range target acquisition and shot placement accuracy.
* RS-2 Suppressor: Over-the-barrel suppressor that greatly reduces the muzzle report (noise) and muzzle flash for a firearm, increasing stealth in mid to long-range engagements and night ops.
* CCOG Ranger Sight: Advanced telescopic sight with an adjustable 2x - 4x magnification lens. Increases accuracy in mid-to-long range engagements.
* Verticle Foregrip: Vertical forward grip that increases weapon accuracy while on the move, as well as overall handling of the weapon.
* Bipod: Provides a stable firing platform for accurate shot placement while prone or positioned on an elevated surface.
* Heavy Barrel: The Heavy Barrel attachment lengthens the weapon's barrel, thereby increasing the effective range at which the weapon can operate.
* Laser Sight: This attachment adds a laser sight to the side of the weapon, and increases weapon accuracy while shooting from the hip.
* Casket Mag: Replaces all standard magazines on the Pilot's person with quad-column casket magazines, doubling their ammunition reserves. 
*Underbarrel Grenade Launcher: 40mm underbarrel grenade launcher for attacking enemies in fortified positions. 
* MASS: Modular Accessory Shotgun System. Underbarrel 12 gauge semi-automatic breaching shotgun with a 3-round magazine. It can also be used as a last-resort close range weapon.
=== Submachine Guns ===
(Costs 2 per): Extreme rapid fire, ideal at close to very close ranges. Smaller rounds allow for larger magazines at the cost of ranged accuracy.
* EG-57: 5.7x28mm 60 round top-mounted mag | 900 RPM | 850 m/s (~2800 ft/s)
** "Compact personal defense weapons platform that delivers extreme armor penetration at the expense of stopping power and wound cavitation. Sees extensive use in private security, vehicle crews, and military police sectors. A tried and true weapons platform. Based on the FN P90."
* FSP-15 SOCOM: 5x23mm 45 round box mag | Integrally Suppressed | 900 RPM | 427 m/s (~1400 ft/s)
** "These experimental submachine guns fire bleeding-edge caseless armor-penetrating ammunition. It comes equipped with an external flash and an integrated sound suppressor on the barrel. The muzzle flash of the FSP-15 is significantly reduced, and firing the weapon gives a barely noticeable sound, increasing stealth applications for the FSP-15 SOCOM and increasing accuracy from decreased recoil, making the weapon more efficient at medium to long range."
* C203 PDW: .45 ACP 30 round box mag | 1200 RPM | 293 m/s (~960 ft/s)
** "A bullpup personal defense weapon firing .45 ACP at a blistering fire rate of 1200 rounds per minute. The relatively large pistol-caliber round combined with the fire rate gives the C203 immense killing power in close quarters, though it struggles with armor penetration."
Attachments: Add up to 2 optional attachments to any firearm in the Submachinegun category for no Resource cost. Every attachment added after costs 1 RP.
* Projection Holo Sight: A non-magnifying holographic sight projected in front of the weapon that increases close range target acquisition and shot placement accuracy.
* RS-2 Suppressor: Over-the-barrel suppressor that greatly reduces the muzzle report (noise) and muzzle flash for a firearm, increasing stealth in mid to long-range engagements and night ops.
* Verticle Foregrip: Vertical forward grip that increases weapon accuracy while on the move.
* Heavy Barrel: The Heavy Barrel attachment lengthens the weapon's barrel, thereby increasing the effective range at which the weapon can operate.
* Laser Sight: This attachment adds a laser sight to the side of the weapon, and increases weapon accuracy while shooting from the hip.
* Casket Mag: Replaces all standard magazines on the Pilot's person with quad-column casket magazines, doubling their ammunition reserves. 
=== Shotguns ===
(Costs 2 per): Scatterguns that deliver walls of lead fragments or pellets at short to very short range. Capable of blowing entire limbs off due to mass volumes of kinetic force dumping into targets.
*'Tac 10' Achilles Tactical 10g: 10 gauge tube fed 5+1 shells | Pump Action/Slam Fire | N/A
**"A 10 gauge shotgun holding 5 shells plus one in the chamber. Providing immense firepower in close-quarters with a serviceable magazine size, as well as the capacity to load both buckshot for unarmored targets and slugs for armored ones, the Tac 10 is a well-rounded shotgun."
*'Metalstorm' A12g: 12 gauge 10 round box mag or 20 round drum mag | Full Auto 300 RPM | N/A
**"The Metalstorm A12 is a fully-automatic, 12 gauge shotgun, coming with either a 10 round box magazine or a 20 round drum magazine. The magazine size allows for immense amounts of lead to be thrown down-range, and its leisurely fire rate of 300 RPM allows the user to fire it as they would a semi-automatic shotgun. However, it is quite weighty and is less maneuverable in close quarters."
*'Brush Buddy' DB-8g: 8 gauge double barrel | Semi-Auto | N/A | Cannot mount attachments
**"A large double-barrel shotgun loading massive 8 gauge rounds. Each round fires a tightly-clustered wad of flechettes which can pierce through body armor with ease. Able to punch giant holes into humans and walls alike, the Brush Buddy provides some of the most devastating firepower a human being can wield, but its extremely small load of 2 shots calls for careful shot placement nonetheless."
* 'Blunderbuss' RAS-20g: 20 gauge 30 round drum magazine | Full-Auto 450 RPM | 3 Round Burst
**"This thing's a real beauty of engineering from some Bharatan police think-tank. They call 'em Bunker Busters over there cause they use the thing in drug raids. Kick the door in and squeeze the trigger for ten seconds- suddenly the threat is gone. Since 20 gauge buck and bird ain't great for military types, most of my boys load these up with flechettes and slugs. Nothing makes me smile quite like a baddy looking like a quiver of arrows." -Quartermaster Arnold "Sparkplug" Byrnes
Attachments: Add up to 2 optional attachments to any firearm in the Shotgun category for no Resource cost. Every attachment added after costs 1 RP.
* Projection Holo Sight: A non-magnifying holographic sight projected in front of the weapon that increases close range target acquisition and shot placement accuracy.
* RS-2 Suppressor: Over-the-barrel suppressor that greatly reduces the muzzle report (noise) and muzzle flash for a firearm, increasing stealth in mid to long-range engagements and night ops.
* Verticle Foregrip: Vertical forward grip that increases weapon accuracy while on the move.
* Heavy Barrel: The Heavy Barrel attachment lengthens the weapon's barrel, thereby increasing the effective range at which the weapon can operate.
* Laser Sight: This attachment adds a laser sight to the side of the weapon, and increases weapon accuracy while shooting from the hip.
* Bayonet: Attaches a foldable foot long bayonet at the barrel of the weapon for usage in melee combat.
*Shell Types: Shotguns are versatile weapons with many types of munitions at their disposal, a pilot can load five specific type of shells, giving it a great amount of utility on the field. (Note: All shells combined count as one attachment as to allow room for sight attachments.)
** Buckshot: Standard lead bearings of varying gauges, effective at lobbing a group of large projectiles at the target. Effective at closer range.
** Dragons Breath: Shells that contain pellets/shards of magnesium reaching a potential range of 100 meters. A more sinister ammunition choice, the magnesium shards burn at approximately 3,000 to 4,000 °F (1,650 to 2,200 °C), which is more than enough to light a person, or house, on fire.
** Sabot Slug: A very large, four fluted penetrating slug intended to take down big game and reinforced body armor. Depending on the gauge in question, one of these is more than enough to give an enemy target a well deserved dirt nap.
**Flechette: Firing razor sharp needles, effective at penetrating soft armor and flesh at the cost of massive projectile spread.
** Beanbag: Non-lethal shell containing an expanding beanbag to disable a target. Will leave MASSIVE bruising and welts on impact sites.
=== Machine Guns ===
(Costs 3 per): Ideal for sustained volumes of suppressive fire. Larger magazines allow for larger damage output. Ideal for medium to long range. All are pre-equipped with bipods.
* 'The Pacifier' PM-23: 5.56x45mm - 200 round belt fed/detachable box mag | 890 RPM | 920 m/s (3,018 ft/s)
**"The standard light machinegun platform of the UFL, The Pacifier's namesake hails from the fact that its blistering rate of fire and massive 200 round capacity means that a well-placed nest of Union soldiers can keep an entire company pinned to the floor through sustained fire. Though not the hardest hitting in its category, the PM-23 has proven to be a highly reliable LMG platform."
*** 
* 'Pyanitsa' Petrovsky Vk-91: 7.62x54mm - 130 round detachable box mag | 650 RPM | 900 m/s (2,953 ft/s)
** "The VK-91 is the standard general-purpose machinegun of Drunia and the Red Star States, a reliable gun that has been in use for over a decade. Firing a massive 7.62x54mm round, little can withstand the VK-91's massive firepower. Its relatively slow and meticulous rate of fire means that shot placement accuracy and ammo preservation are increased, however it has less suppressive fire potential than its faster-firing siblings."
* Petrovsky VPK-16: 5.45x39mm 60 + 1 box mag | 700 RPM | 890 m/s (2,900 ft/s)
**"The VPK-16 is the standard light machinegun of the Red Star States and Drunia. Based off the VK-12 assault rifle, the VPK-16 is a modified variant with a 60 round quad-stacked casket magazine, allowing for sustained fire downrange. Its milquetoast, although certainly not slow rate of fire hits somewhere between the ammo preservation and shot accuracy of the VK-91 and the suppressive fire capabilities of the PM-23. Though it possesses less ammunition in each magazine, this is balanced out by the fact that it's easily the lightest and easiest to transport LMG in widespread military service, and can even be used like an impromptu assault rifle should the situation call for it."
*Gashima GGMG-8: 6.56X50mm 600 round belt fed back pack | 1600 RPM | 830 m/s (2,700 ft/s)
**"This double-barreled bad bitch of a machine gun has a wild rate of fire due to its dual barrels, each firing at 800RPM and fed by a rather hefty ammo backpack. It is highly recommended to use this gun from a sitting position, as its incredibly high rate of fire can knock the meanest soldiers clean on their ass. The exception to this rule would be in the case of cybernetic augmentation, in which case the gun is an effective hipfiring weapon." 
Attachments: Add up to 2 optional attachments to any firearm in the Machinegun category for no Resource cost. Every attachment added after costs 1 RP.
* Projection Holo Sight: A non-magnifying holographic sight projected in front of the weapon that increases close range target acquisition and shot placement accuracy.
* CCOG Ranger Sight: Advanced telescopic sight with an adjustable 2x - 4x magnification lens. Increases accuracy in mid-to-long range engagements.
* Bipod Foregrip: Vertical forward grip with a deployable bipod that increases weapon accuracy while on the move. Replaces standard bipod.
* Heavy Barrel: The Heavy Barrel attachment lengthens the weapon's barrel, thereby increasing the effective range at which the weapon can operate.
* Laser Sight: This attachment adds a laser sight to the side of the weapon, and increases weapon accuracy while shooting from the hip.
=== Scout Rifles ===
(Costs 3 per): Typically favored by marksmen. They deal high precision damage and are most effective at medium and long ranges and provide more mobility than sniper rifles.
*'Broadwick' DSMR: 7.62x51mm FMJ AP 15 round stanag mag | Semi Auto | 850 m/s (~2800 ft/s)
**"The Broadwick is the standard DMR of the UFL military. Renowned for its reliability and accuracy, the Broadwick has long been a favorite scout rifle for many Union soldiers. Its massive 7.62mm bullet is likely to make anyone keel over in just a couple well placed shots."
*** 
* 'Grendel' GC Tactical: 6.8x43mm 28 round mag | 2-Round Burst Fire 1200 RPM | 880 m/s (~2,880 ft/s)
**"The Grendel is the standard scout rifle of Drunia. Its hardy design means that it will work in almost any condition, useful for the sand-filled terrain of Drunia, and its 6.8mm bullet is producing far less kick than the Broadwick, allowing accurate repeated shot placement. This also allows it to have a burst fire more, which gives it some merit as a suppressive fire weapon in lieu of an LMG or assault rifle."
*** 
* Repeating Crossbow: 5x bolt mag | Lever Action | Multiple bolt types | Note: Can only mount sight attachments
*'Weiderganger' CS-77: 7x56mm caseless 20 round helical mag | Semi Auto | 900 m/s (~2900 ft/s) | Internally Suppressed
**This caseless sniper rifle is favored by Wendesian assassins, a very high tech caseless scout rifle that matches its quality with its price tag. It has been used in several high level assassinations, and is quite hardy in spite of its high-tech design. Its internals are entirely watertight, so a soldier can go for a swim with this strapped to her back and kill someone a few short moments after leaving the pool.
*MAD-21: 8.72x43mm fluted AP 10+1 round mag | Lever Action | Detachable barrel | 830m/s (~2700 ft/s) | Note: Cannot use barrel attachments
**"Ah the MAD-21. This wildcard is a lever action rifle comin' from Ambrosia, and the design first got used by cargo ship guards to fight off pirates. You got your long barrel for taking out pirates at long range, unscrew that and board their vessel, and you suddenly have a close combat gun for the halls. Now, take two decades of military engineering on top of that, and you have the MAD-21. Probably the most effective of scout guns at close range." - Quartermaster Arnold "Sparkplug" Byrnes 
***
Attachments: Add up to 2 optional attachments to any firearm in the Scout Rifle category for no Resource cost. Every attachment added after costs 1 RP.
* Projection Holo Sight: A non-magnifying holographic sight projected in front of the weapon that increases close range target acquisition and shot placement accuracy.
* RS-2 Suppressor: Over-the-barrel suppressor that greatly reduces the muzzle report (noise) and muzzle flash for a firearm, increasing stealth in mid to long-range engagements and night ops.
* CCOG Ranger Sight: Advanced telescopic sight with an adjustable 2x - 4x magnification lens, onboard CPU provides the user with range, windage, and ammo counter.
* Bipod: Provides a stable firing platform for accurate shot placement while prone or positioned on an elevated surface.
* Heavy Barrel: The Heavy Barrel attachment lengthens the weapon's barrel, thereby increasing the effective range at which the weapon can operate.
* Crossbow Bolts: The Repeating Crossbow can load several specific type of bolts, giving it a great amount of utility on the field. (Note: All bolts combined count as one attachment as to allow room for sight attachments on the Repeating Crossbow)
** Bodkin: Standard tungsten armor-piercing bolt, effective at penetrating body armor at mid to long range.
** Incendiary: Bolts that ignite upon embedding themselves in a target. Useful for setting fire to flammable objects such as ammo caches.
** Explosive: Explodes shortly after embedding into a surface. Useful for demolitions purposes as well as attacking enemy fortifications.
** Taser: Non-lethal adhesive bolts that deliver an incapacitating shock after sticking to a target.
** Bouncer Bolts: Programmed bolts that recoil off of hard surfaces upon hitting them, allowing for shots typically impossible under normal conditions (i.e. firing around corners).
=== Sniper Rifles ===
(Costs 4 per): Precision weapon capable of delivering massive precision damage at extreme long ranges. Requires the combatant to be prone or have their sniper set up on something that can support it in order to be used effectively.
* SPSR-57: 12.7x99mm 5 round box mag | Bolt Action | 908 m/s m/s (~2978 ft/s)
**"The SPSR-57 is the latest in a long line of .50 caliber anti-material rifles, favored by forces of the union as an anti-material rifles. Its reliable bolt action, extreme accuracy and massive cartridge ensure that anything hit by it that isn't an Ark is going to feel it."
***
* RMK-26: 8.6x70mm 6 round box mag | Semi Auto | 940 m/s (~3,100 ft/s)
**"A marksman rifle employed in combat by the Pact of Kings, the RMK-26 fires a powerful .338 caliber bullet that will kill anything living, and can even be used in an anti-material role, though not as effectively as the SPSR. Fortunately, it has the added advantage of a semi-auto action, and one extra round."
***
Attachments: Add up to 2 optional attachments to any firearm in the Sniper Rifle category for no Resource cost. Every attachment added after costs 1 RP.
* Projection Holo Sight: A non-magnifying holographic sight projected in front of the weapon that increases close range target acquisition and shot placement accuracy.
* RS-2 Suppressor: Over-the-barrel suppressor that greatly reduces the muzzle report (noise) and muzzle flash for a firearm, increasing stealth in mid to long-range engagements and night ops.
* ARTEMIS Scope: Highly advanced telescopic sight with an adjustable 5x - 25x magnification lense, NXT FLIR thermal toggle, rangefinder, windage, and ammo counter.
* CCOG Ranger Sight: Advanced telescopic sight with an adjustable 2x - 4x magnification lens. Increases accuracy in mid-to-long range engagements.
* Bipod: Provides a stable firing platform for accurate shot placement while prone or positioned on an elevated surface.
* Heavy Barrel: The Heavy Barrel attachment lengthens the weapon's barrel, thereby increasing the effective range at which the weapon can operate.
=== Grenade Launchers ===
(Costs 3 per): Long-distance explosive weapons. Good for demolitions and outstanding crowd control capabilities. 
*'''Typhoon' XR-1: Mini Missile 7 round mag | Pump Action | 76 m/s (~250 ft/s)
*R6-B 'Hardballer': 40x51mm 6 frag round revolver magazine | Semi Auto 21 RPM | 76 m/s (~250 ft/s) 
** 
== Secondary Weapons ==
=== Sidearms ===
(Costs 1 per): Pistols capable of dealing decent precision damage at close ranges, but very inaccurate at longer ranges.
* Tap-20 Auto: 9x19mm 30 + 1 round mag | Automatic 1100 RPM | 360 m/s (~1,200 ft/s)
** "A favored sidearm of Ark Pilots and grunts alike, a handheld bullet hose with controllable recoil. Suffers from ammo consumption rates due to the extreme rate of fire, however, this hasn't held it back from being the go-to sidearm of recruits and veterans alike."
* F-12/SOCOM: 9x19mm 20 + 1 round mag | Semi-Auto | 360 m/s (~1,200 ft/s)
** "The sister weapon to the FSP-15 SOCOM, both feature integrally suppressed features. Ideal for covert stealth operatives who which to put down the opposition with little repercussion."
* Tilson HP: .45 ACP 13 round mag | Semi-Auto | 261 m/s (~855 ft/s)
** "A high caliber pistol, favored by veteran soldiers for the tried and true stopping power of the Tilson HP. High impact, low clip capacity."
* EG-27: 5.7x28mm 33 round mag | Burst fire 1100 RPM | 715 m/s (~2346 ft/s)
** "A pistol that delivers greater armor piercing, though steel-core rounds allow less fragmentation to occur and therefore reduce effectiveness against unarmored targets. A more exotic choice of firearm for those seeking a change of pace in their arsenal."
Attachments: Add up to 2 optional attachments to any firearm in the Sidearms category. (Costs no resources)
* Reflex Sight: A non-magnifying LED sight that increases close range target acquisition and shot placement accuracy. 
* RS-2 Suppressor: Over-the-barrel suppressor that greatly reduces the muzzle report (noise) and muzzle flash for a firearm, increasing stealth in mid to long-range engagements and night ops.
* Laser Sight: This attachment adds a laser sight to the side of the weapon, and increases weapon accuracy while shooting from the hip.
* Extended Mag: This attachment increases both the magazine and reserve ammo capacity of the weapon. Doubles magazine capacity.
* Foregrip: Vertical forward grip that increases gun handling and maneuverability.
=== Hand Cannons ===
(Costs 2 per): Heavy pistols capable of dealing massive precision damage at close ranges, but very inaccurate at longer ranges.
* TFM-454: 11.5x35mm 5 round cylinder | Single Action | 579 m/s (~1900 ft/s)
**The Warden (1 Resources) - A Carbine-kit alternative frame for the TFM-454 featuring an extended heavy barrel, and an adjustable stock for higher accuracy at range. | 8 Round Cylinder | Double Action 
*** "The Fuckin' Magnum. No more. No less. It's the fuckin' magnum, bitch." Reliable, antiquated, but she never jams. She'll serve you well out on an expedition. Your body is more likely to break in the field long before this legendary piece of hardware will. 
*'Broadsider' Mk.6D: 13.6x42mm S.A.P.H.E. 7 round mag | Semi-Auto | 572 m/s (~1875 ft/s)
**"Kaboom. An absolutely massive low velocity, heavy caliber hand cannon capable of disabling engine blocks with a few trigger pulls. It's size, weight, and power typically necessitate the user to have cybernetic augments just to properly wield the Broadsider effectively." 
Attachments: Add up to 2 optional attachments to any firearm in the Sidearms category. (Costs no resources)
* Projection Holo Sight: A non-magnifying holographic sight projected in front of the weapon that increases close range target acquisition and shot placement accuracy.
* RS-2 Suppressor: Over-the-barrel suppressor that greatly reduces the muzzle report (noise) and muzzle flash for a firearm, increasing stealth in mid to long-range engagements and night ops. (Not Compatible with the TFM-454, is compatible with The Warden.)
* Laser Sight: This attachment adds a laser sight to the underside of the weapon, and increases weapon accuracy while shooting from the hip.
* Extended Mag: This attachment increases both the magazine and reserve ammo capacity of the weapon. Doubles magazine capacity. (Not Combatable with the TFM-454.)
* Foregrip: Angled forward grip that increases gun handling and maneuverability.
*Speed Loader: Preloaded cylinders for the TFM/Warden for lightning fast reloads.
== Anti-Ark Weapons ==
(Costs 5 per): Weaponry capable of damaging the structural integrity of all Ark classifications to a certain extent, depending on the class of the Ark. Due to the weight and length of these weapons, they are almost always carried on a pilot's Ark rather than the pilot's person. 
* 'Little Guy' ATLAS-4: 127mm infrared-guided | Select Fire (Top Attack or Direct Attack) | Tube-Fed Single Projectile HE/AT | 270 m/s
** "Man-portable, anti-Ark and anti-tank missile launcher intended to effectively defeat modern armor. An infrared-guided, 127mm shaped charge HEAT warhead can be set to either be fired using a 'top attack' or 'direct fire' method. Top attack is used for defeating tanks, whose armor is weakest at the top, whereas direct attack can be used against low-flying helicopters and Arks. A sufficiently devastating weapon that has long evened the playing field between man and Ark."
*'Lancer' MGL Mag Launcher: 50mm magnetic EMP grenade launcher | 5 round box mag | Semi-Auto | 76 m/s (~250 ft/s)
**"5-round, semi automatic multiple grenade launcher. Fires Shinagi 50mm Bolter magnetic EMP grenades that can temporarily disable Arks. This is a crowd control weapon, intended to disable one or multiple Arks for long enough that they can be taken out by heavier-duty weaponry."
* 'Praetor' HCR-23: 23x152mm APFSDS | Bolt-Action | 4 round box mag | 1,575 m/s (5,170 ft/s)
** "A man-portable, bolt-action, gas-operated, anti-materiel rifle that is arguably one of the most accurate and powerful small-arms precision weapons offered to Ark Pilots in the field. Fires a 23x152mm depleted uranium penetrator round to puncture and cripple enemy armor at extreme ranges."
*'Bolt Rifle' DEW-Mk 3: 5000+ °C | Linear Fusion Rifle
**"A highly advanced anti-material, direct-energy weapon capable of melting through multiple layers of thick composite armored plating in microseconds. The weapon, unfortunately, requires a four-second charge time before the power bank of the fusion cell to reach maximum capacity before unleashing a microscopic wire of hyper-agitated particles into the target at temperatures nearing or exceeding the surface of the Sun."
== Utilities/Field-Tactical ==
(Costs 1 per): Special tools used to aid the pilot in combat. 
=== Mobility ===
* Grapple Tool: Grapple is mainly utilized to enhance user mobility. Can be used to effectively latch and reel individuals or mount friendly or hostile Arks with ease via adhesive claw grip.
* Jumper Kit: Jumper Kits are small jetpacks that are worn around the waist, providing the pilot with incredible parkour capabilities. Enables sustained wall-running, improving ARK Pilot maneuverability in combat situations against regular infantry, other ARKs, high mobility vehicles, and to fall from great heights. 
* Stimulant Injection: Syringe containing numerous chemical mixtures that rapidly boost endorphins, causing the user to feel limited amounts of pain for a limited amount of time. Rapidly boosts pain tolerance, movement speed and reaction speed, but causes the user to feel lethargic after use. 
=== Stealth ===
* Infiltrator Plating: Scaled down version of Arks Infiltrator coating, utilizes light refractory waves to conceal the wearer. Rendering them nearly invisible to the naked eye. Lasts for roughly 30 seconds until the battery needs to cool down and recharge.
* Holographic Projector: Mimics user's actions at the moment of activation, generally used to divert attention or distract opponents. More useful against Arks than other pilots. The projection is maintained until interacting with foreign objects, structures, and projectiles.
*Radar Jammer: Small handheld device that scrambles enemy radar within a radius of 30 meters.
=== Defense ===
*Flak Armor Carapace: Body-worn protection to gain increased resistance to explosives and shrapnel. Extensive usage of explosive weaponry, high caliber weapons, mines, etc has necessitated the usage of armor plating to mitigate the damage caused by such weaponry. Greatly increases resistance to explosive devices and shrapnel at the cost of decreased mobility as a result of the many interlocking heavy duty plates covering the wearers body.
*Particle Barrier Projector: Deploys a rectangular particle shield from a device on the user's wrist. It can take two forms; a 'personal shield' form that acts similarly to a riot shield, good for providing protection to the user while on the move, or a 'barrier' form, in which the device is propelled from the wrist and onto a surface, projecting a 1.5m high and 2m wide barrier that can be crouched behind to provide cover from smallarms fire. Each variant acts as a one-way shield, allowing whoever is behind it to fire through it.
* Directional Flashbang: Small, shoulder-mounted flash device capable of emitting a blinding and disorienting flash in a directional cone in front of the user. It is recommended that allies are behind the user at the time of activation to prevent the blinding of friendlies. Requires a recharge period of 1 minute.
* Polarized Lenses: Lenses on your Ark pilot's helmet are polarized, greatly reducing the disorientation received from flashbangs and other bright sources of light.
* Screamer Mines: Disc-like mines place onto the ground. Once a target enters its radius, the mine will be lifted into the air by a gas propulsion system and emit a deafening 170dB "screaming" noise, temporarily deafening and potentially permanently damaging the hearing anyone in the vicinity.
=== Munitions and Explosives ===
*Remote Det-Packs: High yield satchel charges that carry enough explosive power to break through reinforced steel walls, and is capable of outright destroying Arks ranging from Super Light to Medium, while severely damaging Heavy and Super Heavy chassis'. A pilot comes equipped with two Det-Packs.
*Amplified Ammunition: Gain 1 magazine (6 shells for tube-fed/double barrel shotguns) loaded with amplified ammo for both your primary and secondary weapons (Anti-Ark weaponry not included). Bullets gain greater penetration and stopping power.
* Fleas: Independent autonomous explosive drones. You will gain 3 of these, and each autonomously tracks targets and blow up within a 1m radius unless they are destroyed.
*Grenades: Grenades are hand-held devices thrown at the enemy and designed to in some way damage or disrupt an enemy formation or a single vehicle. A grenade is designed either to be fired from some form of grenade launcher, sling, or to be thrown or placed by hand. When choosing a grenade type, you get x2 of each one selected.
**Fragmentation: Compact munition that is lobbed at or near an enemy. Detonates and it's outer shell fragments outwards and tears soft targets to ribbons. Effective kill-radius is 5-20 meters, depending on environment.
**Sticky: A fragmentation grenade coated in a highly viscid material, prevents bounce when thrown and effectively locks onto whatever surface it impacts. 
**Thermite: A canister which explodes on impact, coating a 10 meter area with a pool of thermite. Can melt through flesh, armor, and reinforced barriers.
**Flash: It's a Flashbang. We all know what these do. A less-lethal explosive device used to temporarily disorient an enemy's senses. It is designed to produce a blinding flash of light of around 7 megacandela (Mcd) and an intensely loud "bang" of greater than 170 decibels (dB).
**Seekers: Advanced Shinagi Imperium fragmentation grenade which splits into multiple seeking submunitions when deployed. These drones detach from their base and seek out multiple targets not flagged by FOF tags, and detonate with low yield, but still deadly explosive payloads. Effective kill radius is of each seeker drone is about 4 meters.
**EMP: Shinagi-designed EMP grenades intended to take out electronically-powered devices such as automated turrets and drones.
=== Technical ===
* Battery Back-up: Gives yourself a backup battery to counter EMPs against yourself or your Ark.
* Sensor Beacon: A wrist fired projectile capable of embedding itself into most materials such as stone, concrete, and even steel. Provides constant radar information within a 20m radius of the beacon's impact through any and all terrains, relayed to all synced members of the user's HUD. Does not function in water environments.
* Pilot Sentry: Automated anti-personnel turret, .50 BMG ammunition with a high RPM. 
* Ark Sentry: Automated anti-Ark turret loaded with 25mm rounds. Slow RPM, high damage output.
=== Kits ===
* Med-Kits: Gives pilot two military-grade med-kit's with items such as medical pliers, laser cutters, gauze bandages, antiseptic and hemostatic agents. Adds a +2 modifier on all wound treatment rolls.
* Field Repair Kit: A repair kit used by military engineers, intended to repair small-scale damage to Arks and vehicles during combat. Adds a +2 modifier on all vehicle/Ark repair rolls.
== Augmentations ==
Permanent enhancements to help boost an Ark pilot's physical and mental capabilities. Note that any external augmentations such as limb upgrades will appear on your character during the roleplay, so be sure to note these as part of their appearance.
=== Cranium ===
* Socialization Enhancer (1): Analyze the current mentality of a single individual. Only works on organic targets. This allows users to gauge and dominate conversations, persuading becomes easier, interruptions are taken in stride.
* Mental Hacking: Allows users to infiltrate security systems and, at higher tiers, hijack technology-based targets including turrets, drones, and even Arks.
** Tier 1: Gain access to Security Level 1 systems. Allows you to hack through most standard-level security systems, such as locked security doors.
** Tier 2 (1): Gain access to Security Level 2 systems. Allows you to hack into non-standard level security systems, such as doors to armories, computer terminals etc. (Must have previous tier installed beforehand.)
** Tier 3 (1): Gain access to Security Level 3 Systems. Can now access and manipulate camera-based security. (Must have previous tier installed beforehand.)
** Tier 4 (1): Gain access to Security Level 4 Systems. Can now access security or pilot deployed turret systems and turn them against their allies. (Must have previous tier installed beforehand.)
** Tier 5 (1): Gain access to Security Level 5 Systems. You are a master at your craft and can infiltrate and access some of the most secretive databases in the world. Can now disable all forms of drone, gain the ability to turn them against their allies. Most majorly, you can now hack Arks and turn them to your side temporarily. BASIC LEVEL A.I. = Control for up to 5 minutes, hacking time 3 minutes | A.I BUDDY = Control for up to 3 minutes, hacking time 5 minutes | SUPERSENTIENT A.I. = Control for up to 2 minutes, hacking time 8 minutes. (Must have previous tier installed beforehand).
=== Torso ===
* Implemented Rebreathing System: Generally used by spec ops and biohazard agents in the field.
** Tier 1 (1): Pulmanory system is implanted. Provides better respiratory defense against toxic agents.
** Tier 2 (1): Prevents all damage from inhaled toxins, rendering the user safely immune to a wide spectrum of weaponized gasses and can even breathe underwater. (Must have previous tier installed beforehand.)
=== Arms ===
* Arm Prosthetic Augments (1): Installs prosthetic arm(s) made up of a lightweight yet durable graphene-chrome alloy in place of organic arms. Allows for additional augments
**Tensile Fiber Boost (1): Capable of lifting and throwing heavy objects. Lower weight limit of 500kg, upper limit of 600kg. (Does not increase striking strength).
** Enhanced Plating and Hydraulics (1): Cybernetics gain a durable plate alloy that can deflect most small-arms fire. Pneumatic-hydraulic systems allow the user to demolish light or damaged walls/plating as well as shatter bones with their strikes. (Does not increase lifting strength). 
** Firearm Mount (1): Allows a single firearm of the Auto Rifle, Submachine Gun, Shotgun or Sidearm category to be mounted on the forearm of a prosthetic limb. Costs an additional Rseource Point if user wishes to receive this augment on a second arm. 
=== Legs ===
* Leg Prosthetic Augments (1): Cybernetic leg(s), grants stability and strength.
**Cliffjumper's Package (1): Enables feats such as leaps upwards of 20 feet.
** Silent Running (1): No audio feedback from running, walking, or landing from elevated height.
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