Items

## Weapons

Weapons are Items that increase the offensive capabilities of a unit, primarily by passively modifying their attack.  They are automatically equiped when picked up and they can be placed in any of the inventory slot.

### Assault Rifles

Can be used by the following MOS:

* Rifleman
* Combat Medic
* Cavalry Scout
* Javelin Gunner
* Platoon Leader
* Fire Support Specialist

* Increases range by 2.
* Reduces attack speed by 10%.
 M5-MAR
* Increases range by 2.
* Active: Launches a 40mm Grenade at the target point, dealing 600 explosive damage to all enemy and allied ground units in the area. The explosion also destroys items, can detonate Explosive Charges, and causes screen-shake to nearby players.  Each use consumes 1 charge.  Holds up to 10 charges.
 US MCR
 HK42
* Increases damage by 12.
 MP75R(Can also be used by Grenadier)
* Has of damage of 20-26
* Has a range of 10
 SOF-AR
* Increases range by 3.
* Increases critical chance by 8%.
* Reduces reload time by 15%.

### Machine Guns

Can be used by the following MOS:

* Automatic Rifleman
* Cyborg

* Increases move speed by 0.08.
 M241 MMG
* Increases range by 2.
 M135 Minigun
* Lengthens Burst Fire duration.
* Decreases move speed by 8%.
* Does not appear until the last mission of Chapter 2 onward.

### Shotguns

Can be used by the following MOS:

* Combat Engineer
* SFAAT
* Phoenix Medic

 Winch SX7
* Gives 1 bonus range
 Spas 18
* Increases damage by 10%.
* gives 2 bonus range(does small aoe)
* +0.05 movement speed

### Designated Marksman Rifles

Can be used by the following MOS:

* Squad Designated Marksman

 M92 Torrent
* Decreases attack speed by 30%.
* Decreases move speed by 5%.
* Does not appear until the last mission of Chapter 2 onward.

### Sniper Rifles

Can be used by the following MOS:

* Sniper

* Reduces movement speed by 5%

### Flamethrowers

Can be used by the following MOS:

* Flamethrower

* Increases attack speed by 10%.
 M142 Flamethrower- the Incinerator
* Has an integrated Grenade launcher
* Increases range by 2.

### Plasma Rifles

Can be used by the following MOS:

* Ghost
* Reaper

 IPR-X3
* Damage +40%
* Move speed +0.05
* Size of a mag set to 100 rounds.

### Experimental Weapons

Can be used by the following MOS:

* Prototype

* Increases movement speed but 0.05

### Predator Weapons

Can be used by the following MOS:

* Assault Engineer

* Increases range by +1

### Walker Weapons

Can be used by the following MOS:

* FP-500 Combat Walker

* Increases area of effect damage
* Burst mode greatly improved
 Dual Miniguns laser
* Increases area of effect damage
* Burst mode greatly improved
* Increases movement speed by 0.05

### Alligator Weapons

Can be used by the following MOS:

* Alligator LK19

## Armor

Armor Items increase the defensive capabilities of a unit, primarily by passively decreasing the damage they receive.  They can only be equipped on the Armor slot -- which is the 6th inventory slot of a player's Hero unit or the 3rd inventory slot of a player's Military unit.  The shields granted by Armors can be replenished by dropping and picking up the Item.

 SPCS
* Adds 75 shields.
 Special Ops Kevlar
(Cavalry scout and Ghost only)
* Adds 50 shields.
* Increases move speed by 0.05.
 OPA
* Adds 35 shields.
* Grants a 70% chance to reduce damage by 60%.
* Increases move speed by 0.05.
 Shield Generator(Vehicle)
 Mini Shield Generator(Vehicle)

## Equipment

Equipment Items generally grant a passive effect that help the player to deal damage, increase movement speed or apply special debuffs to enemies to increase survivability.  Each Item's effects are unique buffs and do not stack with themselves, making it wasteful to have more than one of any particular Equipment Item an exception is the Vehicle weight reduction which can stack 2 times. The following items can be clicked on to save inventory space Flashlight, Aim Assist(non vehicle and vehicle), Scope, Weight Reduction(flamethrower), Recoil Suppressor(autorifleman, cyborg and vehicle) and Magnetic Stabalizer.

## Consumables

Consumables are Items with active effects that can only be used a limited number of times.  Most of these Items have charges that allow a player to stack multiple counts of one Item into one inventory slot, but having more charges than the maximum allowed will require additional inventory slots to hold the Items.  Some items may have its charges replenished by Items other than itself.  Consumables are further categorized due to their highly varied effects.

### Explosives

Explosives are offensive Items that affect enemies on the field, mainly by dealing explosive damage in an area when used. Explosive damage can kill allies, destroy Items, set off Explosive Charges, and disorient allies -- so use caution when utilizing them.

* Enemy and allied ground units in the smokescreen have their move speed reduced by 50%, their attack range reduced by 4, and their maximum sight range limited to 13.  This effect persists for 0.6 seconds after leaving the area of effect.
 Incendiary Grenade
* Enemy and allied ground units in the flames receive 1 stack of napalm.
 Frag Grenade
 MGL
 MRL
* Like rockets abilities, deals backblast damage directly behind the user.
 Explosive Charge
 Claymore
 LLDR
* Default 5 charges.  Charges cannot be stacked or replenished.  Item does not vanish at 0 charges.
* Only appears once in the vehicle garage during Chapter 3 (Citius, Altius, Fortius) after the Air Threats are eliminated.

### Flares

Flares are items that provide vision over an area, reveal invisible units, and disrupt enemy movement.

 Ground Flare
* Default 3 charges.  Maximum 5 charges.  Charges can be stacked with Ground Flare.

### Reviving Items

The following items can be used to revive dead players

 Wmk-72 RTo3
* only spawns when 75 scrap is given to Doc Adams

### Medical

Medical Items mimic the function of a Combat Medic in healing life, restoring energy, curing ailments, and boosting offensive capabilities.

 Quick Clot
 Energy Cell
* Affected by the [PU] Skill Identifier.
 Power Cell (For Walker, Alligator and Predator only)
* Affected by the [PU] Skill Identifier.
 Nanites w13z (For Walker, Alligator and Predator only)
 Muscle Relaxant
* Default 1 charge.  Charges cannot be stacked or replenished.

### Ammunition

Ammunition Items replenish the ammunition stock for the players' weapons.

 Ammunition Box
 40mm Grenades
* Default 5 charges.  Maximum 10 charges.  Charges can be stacked with 40mm Grenade.

### Turrets

Turrets items can be used to deploy static turrets that will defend the position.

 MK-79 Sentry Gun
 SAM Site
* Only appears during the RA Helicopter Attack during Chapter 3 in PMC mode.

## Mission Items

Mission items are indestructible items that are necessary for completing Mission objectives.  They either need to be brought from one location to another, need to be activated, or both.

 BMDD
 Casualty
 Energy Battery
 Satchel Charge