Equipment

# Equipment {Section is WIP}

MERCs will bring numerous forms of Equipment into Combat with them, be it spare magazines, Grenades, Medical Equipment and the likes. After all, you already know that the entity you are about to engage is generally hostile. Equipment are powerful utilities that will either keep you in the fight, or shift the weight of the fight overall. It is key that you choose the right equipment for the right situations.

* MERC Essentials
* Class-Specific
* Store-Bought / Deployed
* Auxiliary Equipment

* Magazines
* ENEMY Plates

## Magazines

In A-888, MERCs will bring their firearms, but you need ammunition to put into those firearms! Your offshore ammunition, Magazines - Spare or not, start off in low amounts. I.e. 3 spare magazines for your beloved TARX-100. But you'll run out of ammo sooner or later. 3 Spare Magazines can mean a lot in any situation.

Each Weapon has a different amount of offshore ammunition that you can carry, some may not even be in "Magazine" form; like Single Load firearms (i.e. Caldwell 980, M&A Model 500, "Pointman"). Some firearms may have a strict amount of Ammo (Scatterball), otherwise most firearms come with 3 or more magazines, and you can always choose certain Skills or Class Specialisations in order to increase how much you can carry!

Single Loaded firearms will often define magazines as the amount of Ammo you can put in them, i.e. M&A "Magazine" is 10, as is the amount of bullets you can have in the firearm at once. These firearms will also only refill up to the amount of ammo you have missing, rather replace all of it.

> Reloading a non-single load firearm (i.e. TARX-100) will waste all ammunition in your magazine.
> Try not to reload if you can't afford it.
>
>

If you need more ammunition, it's best that you either:

* Buy more from the TRADER UNIT. { Costs 10 Credits per Magazine }
* Refill at an Resupply Beacon or TAC Restock Container.
* Deploy an Ammunition Container as Assault (or ask your Assault to do this, if possible.)

## ENEMY Plates

In A-888, the first thing you'll want to do is obtain some type of ARMOR to repel the impending DOOM. Remember, Everybody wants to be my ENEMY; So use an ENEMY Plate.

Unless you have a certain skill; You won't start off with any armour, BUT: You can obtain them fairly easily, be it through:

* Asking a TOWER (or yourself) deploying an I.A.T.D Plate Box; which holds 3 PLATES that are free to take.
* Purchasing an ENEMY Plate from the MERC Trader Unit. { Costs 40 Credits }
* Restocking if Slot 0 is visible.

Once you have unlocked the 0th slot of your inventory, you can press the 0 key to bring out your Plate if you have any, before equipping it.
The ENEMY Plate will immediately heal a MERC 30 Hitpoints, and grant them an "AHP" of 150, as well as the "Armoured" affect.
While Armoured, you have a blue bar covering your health. This is your "AHP" or Armoured Hitpoints. Once the bar is completely emptied: Your armour will break, and you will need to apply a new PLATE. Being Armoured: You recieve a free 20% Decrease in Damage, however enemy damage will still damage your AHP like it has no resistances.

Your AHP can be restored by a few Class Specialisations, like:

* Assault's PLATE Repair Kit ; Which requires you to stand in its field while it heals you 40 AHP per cycle.
* Archangel's A-Weave Nanites ; Which also grants 82.5 AHP per stim.
* Technician's ZYMBIOTIK Armour ; Restores 20 AHP whenever the Turret hits an enemy, so long as the MERC is within 20 studs of it.
* Tower's Project A ; Same as using a Plate, but you activate the PLATE Box for this.
* Tower's Matrix Plates ; Heal 15 AHP per 3 seconds.

Certain Skills or Weapons also heal your AHP, i.e. Turn and River. or Combat Bayonet

If your Armour breaks, you will not be able to heal AHP from these sources.

* TAC Ammo Container
* ADT-7 Sentry-C
* INVIL CF-Stabilizer
* O.D.D F-CAM Unit
* I.A.T.D Plate Box

## TAC Ammunition Container

### ASSAULT Equipment

Occupying Slot [5], The TAC Ammunition Container listed as "Assault" is a "throwable" deployable piece of equipment. It generates a visible radius that when stood inside of, MERCs will be able to refill their ammunition/magazines, (without interacting with the container) ideally this equipment should be used with Teammates, as it grants everyone ammo per cycle, rather 1 cycle per person.

This Container can be affected by Class Specialisations, making it capable of healing large sums of armour, granting more ammunition with more cycles, or even buffing MERCs and yourself. Sometimes it's better to be selfish with this equipment depended on your specialization.

## ADT-7 Sentry-C

### TECHNICIAN Equipment

Occupying Slot [5], The ADT-7 Sentry-C listed as "Technician" is a deployable equipment that.. well.. It's a sentry, it's a little self explanatory: From where you place it, the Sentry will fire upon whatever stands directly in front of it. Where you face is where the Sentry faces when you deploy it, similarly to TF2, as an example. Once deployed, the Turret will fire heavily damaging rounds at the things that try to hurt you.

The ADT-7 Sentry can be modified to look behind it, aim for the head, use Shotgun-shells or fire faster, Fire Micro-Missiles or even just carry another one, for sure. It's worth noting that the Sentry can run out of Ammunition, when it does it's usually audible, however the Turret will not fire for a few seconds until it has finished reloading: Leaving a vulnerability.

## INVIL CF-Stabilizer

### ARCHANGEL Equipment

Occupying Slot [5], The INVIL CF-Stabilizer listed as "Archangel" is an handheld tool that allows the MERC to heal other MERCs or themselves.
This pairs well with the nanites inside of their body that allows to see MERC Status from across the map; through walls, meaning you can heal others when it's most needed, or just outright heal themselves with the X key. A very simple tool that may or may not be from Killing Floor 2.

The INVIL CF-Stabilizer can be modified to be more efficient; defend the user, have more uses, affect more people, create a healing link that heals MERCs on damage dealt; Or you can use it as a buffing tool, allowing you to apply Death-Prevention, Damage Resistance and more Damage, Speed Buffs and the ability to 100% crit enemies, or grant yourself a speed boost on self-healing.

## O.D.D F-CAM Unit

### SPECIALIST Equipment

Occupying Slot [5], The O.D.D F-CAM Unit listed as "Specialist" is a deployable camera that stuns Enemies that cross too close to it. This is extremely useful for getting out of situations or fending off enemies from a certain location. Specialist themselves have one of these built onto their persons, allowing for a "second chance" from being hit, however it takes a while for these cameras to recover.

The O.D.D F-CAM as a deployable itself can be made to be more efficient, flashing more frequently or in a larger radius, or even dealing Incendiary Damage to enemies, (which is extremely powerful, especially to crowds.) you could even choose to take a second CAM to deploy.

Alternatively you could make your personal camera better, or debuff Enemies so that you or your team can see them permanently through walls until they perish.

## I.A.T.D Plate Box

### TOWER Equipment

Occupying Slot [5], The I.A.T.D Plate Box listed as "Tower" is a deployable Armour case that allows the TOWER to Armour up early, for free, and spread the love to the rest of the MERCs on their team. Extremely useful since Armour is something you will want to replace often for survivability sakes. Armour can also be modified by Specialisations or Skills, making it an extremely versatile piece of equipment.

Most TOWERs will want to place one of these for their team, since they are already particularly tanky enough, but under some circumstances they may decide to want to use these a lot more for healing purposes or to enable certain buffs, let alone the fact they may want that 20% damage resistance themselves.

* FRA-G MK.2
* Improvised Explosive
* Incendiary Bomb
* Enforcer NANO Grenade
* INVIL Combat Shot
* O.D.D F-Mine
* A.C.E Tomahawk

## Stats

2 Uses (minimum)

1s throw, 2s fuse times.

3000 Damage

35 stud radius

## FRA-G MK.2

*High explosive fragmentation grenade designed by the FRA department of the military. Although superseded by the MK.3, the MK.2 is still widely popular due to its effectiveness, ease of use and cheap costs, making it favorable for Mercenary companies.*

The FRA-G MK.2 is the most damaging explosive in the game with the trade-off of not being able to throw it far, it is the only explosive can that can deal insta-kill self damage negated by the **FORT-6B Designs** skill.

## Stats

3 Uses (minimum)

1s throw, 2s fuse times.

400 Damage

30 stud radius

Inflicts cripple onto Anomalies.

## Improvised Explosive

“*A hand-made, lightweight and cheap pipebomb made during the heat of the A-888 incident. Crude and not what you would call the most effective explosive, but it does the job and sends a lot of shrapnel, capable of limiting movement if lodged into Anomalies.*"

The Improvised Explosive is a throwable projectile, it can be thrown farther than the FRA-G MK.2, and can have the most amount of max explosives in the whole game.

## Stats

2 Uses (minimum)

1s throw, explodes upon contact with surface.

100 Damage

40 stud radius

Inflicts burn onto Anomalies.

## Incendiary Bomb

"*An improvised impact detonated explosive, littered with various shrapnels, a sticky incendiary compound and compact explosives. Upon a hard surface impact, will send burning hot shrapnels outwards, dealing minor damage but almost assuredly igniting whatever is caught in the radius.*"

The Incendiary Bomb is a explosive that inflicts burn onto Anomalies and is the explosive that can be thrown the farthest in the whole game, it explodes on contact with any surface, including Anomalies.

## Stats

1 Use (minimum)

1s throw time, 3s fuse time

25 Damage per tick while a Anomaly is in the smoke.

30 second duration

## Enforcer NANO Grenade

*Chemical grenade developed for use by Enforcers, disperses nanite filled chemicals in an area that can be programmed for a multitude of uses mainly focusing on area denial. These ones are designed to latch onto any Anomalies and cause a damaging reaction to any Anomalies caught inside.*

The Enforcer NANO Grenade is a thrown projectile that creates a electrical smoke that deals heavy damage to Anomalies inside it per tick which can kill every Anomaly except for the exception of Hell-Walkers and Rust-Walkers.

## Stats

2 Uses (minimum)

2s use time

+50% reload time.

+50% recoil reduction

60s duration.

## INVIL Combat Shot

"*Designed by combat medical company INVIL for use by combat infantry combining adrenaline and chemical compounds such as X-21 and YZ-11. The shot is designed to enhance physical attributes of a soldier, namely their mobility and ability to handle weaponry, reducing felt recoil and improving reload speed.*"

The INVIL Combat Shot is a syringe that gives the user buffs to their recoil and reload speed, and lasts 60 seconds.

## Stats

2 Uses (minimum)

0.2s fuse time upon detecting a anomaly.

550 Damage

20 stud laser radius.

## O.D.D F-Mine

"*The Occult Detection Department devised a handy Sensor Mine built specitically for Decuit operations, a near faolproof laser suster using a sensor crystal that's fine tuned to only detect Anomalies, a great way to keep an eye on certain areas. Fitted with a small explosive charge, it'll also help cover your back when the situation calls for it.*"

The O.D.D F-Mine is a trip-mine that auto detonates when a Anomaly walks past its blue/red lasar.

An operative can only place up to 7 at a time before the 7th one is replaced by the one an operative has placed down.

## Stats

4 Uses (minimum)

1s windup, almost instant throw.

1250 damage when thrown, 150 when shoving.

Does not deal critical hits.

Does bypass armor on Amomalies.

## A.C.E Tomahawk

*A militarised design from A.C.Es Throwing Axes which were usually used in sports rather than active combat, however with a new look, refurbished ergonomics and made with a smidge lighter, this sport weapon can now be used as a tool of dispatch. Not the most practical of equipments you could bring to the field given the level of expertise required to use these effectively, but nonetheless is great at proving the point.*

The A.C.E Tomahawk is a throwable equipment which will one-shot almost every anomaly in the game with its absurd damage when thrown. It can be used to shove Anomalies when you are holding it in your hands.

* SGD-Flash MK.2
* C-Tech Flares
* INJ-02 Stimulant
* M.T.I Stim MK2
* SHADOW Throwing Daggers

## Stats

4 Uses (minimum)

1s fuse time, 4.5s stun time.

40 stud radius

## SGD-Flash MK.2

*Stun Grenade Device , Flash variant Mark two , the latest in line of Enforcer tech , with assist from the FRA department of the military. Used by mostly ARK and Enforcers as a cheap effective concussion device, the bright flash is caused with a special powder mix, capable of stunning electronics as well as retinas. A great tool to scope out an area before entering as the visible powder still lingers on targets for a moment*

The SGD-Flash MK.2 is a throwable projectile that after a few seconds when thrown will shine a bright light and stun all nearby Amomalies. It can be used to get a operative out of a troublesome situation.

There is a chance that "Flashbang out!" will play upon throwing a flash.

## Stats

1 Use (minimum)

60 second duration

Marks Anomalies with a blue outline through walls.

Slows Anomalies.

## C-Tech Flares

*Special blue illuminating flares by C-TECH, usually used to disrupt Hardset Reality Visors, these have been adapted with a burning compound capable of irritating the senses of nearby anomalies, effectively slowing down their processing. Commonly used as a backup in cases where Dissension Anchors are down and while they are quite effective, due to the chemical composition used; these flares will burn out much faster than a regular flare would.*

C-Tech Flares are a throwable projectile that upon hitting the ground and glowing up will reveal all Anomalies near it and slow them while they are near it.

## Stats

4 Uses (minimum)

6 second duration

+100% movement speed increase when used

Applies Fatigue effect for 2 seconds after 6 seconds.

## INJ-02 Stimulant

*The Injector type Stimulant is an enhanced design used by ARK, the military police for riot control and emergency situations where a user needs to expend their stamina in a rush instantly. The effects are noticeable however will leave the user fatigued for a short duration and will not do anything if the user is already in a hasted state, meaning users must be smart about their usage.*

The INJ-02 Stimulant is a useable stim that increases your movement speed for a limited time but after it wears off you are slowed for a few seconds. The effect that the stimulant gives can be enhanced, receiving a +50% damage resistance while it is active using the **FORT-B2 Designs**

## Stats

2 uses (minimum)

Heal 50 HP back upon use.

## M.T.I Stim MK2

*The Medical Treatment Injector , or M.T.I for short , is a fast acting stim shot injected through the use of two specialised needles that can weave around clothes. Accelerates healing process considerably , letting people from mercenaries to Enforcers to recover faster for a fight. The formula was originally designed by INVIL but has been recreated by many other companies for their own uses. This Mark 2 version ditches the old cap and plunger system for an auto-injector design.*

The M.T.I Stim MK2 is a useable stim that upon use will heal 50 HP. This effect can be enhanced via the **Emergency NAN-C.7** skill.

## Stats

6 uses (minimum)

500 damage

## SHADOW Throwing Daggers

*Developed by SHADOW as lightweight and silent ranged options, typically used with a neuro arm link, allowing perfectly precise tuned throws at any distance although with skill, can be used without.*

SHADOW Throwing Daggers are a throwable equipment that deals damage whenever it hits an Anomaly. This equipment can be enhanced with the **‘REFLEX’ Package**