recursal/Fanatic-Fandom huggingface dataset:
Battlefield Assets

There are several **Battlefield Units**, also known as non-playable characters, on the field at any given time, with different abilities, AI programming, and alignments. The inclusion of these NPCs function both to make the combat more complex and interesting and to make strategies take both the human and non-human perspective into account.

## MRVN Automated Assistants

Marvins are the ubiquitous non-playable enemies in Titanfall, and are manufactured by Hammond Robotics as workers. According to the Hammond Robotics site, Marvins are actually called MRVN Automated Assistants.

## Spectres

Spectres, unlike their counterpart Marvins, are autonomous "grunt" units for the Militia, and are designed specifically for warfare. Whereas the Marvins are workers first and fighters second, the Spectre class of autonomous units are designed specifically for fighting, making them formidable on the battlefield. Unlike the Marvins however, Spectres are controlled via built-in programming and artificial intelligence as opposed to remote control by a general or commander; while this makes them highly independent and useful for incursions into the line of fire, this removes the ability to control them en masse, which can be a disadvantage in certain situations. While they are generally easy to take out, their resilient body makes it so that it does take a little bit of punishment. The good news about Spectres is players can hack them with their data knife to create a personal army.

## Heavy Turrets

Designed for massive battlefield carnage, the Heavy Turret is a securely mounted weapon found most often braced in urban environments atop buildings and bridging chokepoints. With a considerable range of motion and advanced AI allowing for excellent target acquisition and tracking, Turrets are an important asset for a team in combat. Be wary though - the turrets are hackable, and can be turned against the team that owns it through the use of the Data Hack ability of the Data Knife.

## Ziplines

Ziplines are lines strewn across certain maps which allow for the quick travel from edge to edge in combat. The lines can be used in both directions, and is most useful during the Capture the Flag mode as entry and exit points for the flag locations.
EPG-1

**Magazine Capacity**

**EPG-1** is a Pilot Primary Weapon in Titanfall 2.

## Summary

Single fire, direct energy propelled launcher. It is a one shot kill to human sized enemies if it hits directly. It has splash damage but it deals less damage.

Pros
* High damage - a direct hit is guaranteed to kill a pilot.
* Perfect accuracy, and does not lose damage over distance.
* As a grenadier weapon, can damage titans without needing to hit crit points.

Cons
* Slowest fire rate of all primary weapons.
* Slow projectile speed.
BT-7274 (Mission)

**BT-7274 (Mission)** is a mission in Titanfall 2.

## BT-7274

In the preamble to this chapter, Jack is injured during the cinematic crash into IMC territory. Unfortunately, we also saw the death of Captain Lastimosa. As you wake up, you need to head to Captain Lastimosa to check on him. You'll find that he is dying, and he transfers his titan, BT-7274, to your control.

Even with your new Titan, though, the situation is grim. You are going to need a charged Titan battery. Head into enemy territory. On your way through this lush jungle, you'll encounter some easy fights with IMC guards, drones, and various wildlife. Once you get to the marked location, you'll find a cave that is quickly overrun by IMC Spectres. Defeat them, and then head inside the crashed ship. Here, you'll find the Titan battery you need. Use the vent marked by the game to exit the ship, and return back to BT. 3 IMC guards are patrolling this area, so take them down quickly, insert the battery, and get inside.

Though BT is now powered on, he is in no way combat ready. He will assist over radio comm as you search for this second battery. Inside enemy territory, BT will tell you about the Cloaking ability, which you'll have to use to fight the guards and drones in the next area. In this area, destroy the laster artillery using a grenade, and head inside the second crashed ship. Grab the battery here, and return to BT. Destroy the guards and drones, and give him the battery.

Here, BT will train you in his operations. Once this training is done and the neural link is established, an IMC Titan Brute will appear. Destroy it, and use the Vortex Shield when needed. Once he's defeated, move on to rendevouz with Major Anderson.

## Operation Broadsword, 9th Militia Fleet

DESTINATION: Planet Typhon

MISSION: Infantry support for SRS classified operation

INC Occupied Frontier Space

## Collectibles

* **Helmet 2** - When looking for BT's replacement battery, move towards the waypoint indicated. Just past the alien creatures, there's a crashed escape pod, with the helmet inside.

* **Helmet 3** - Once you've grabbed the third battery, head outside, and look at the broken ship part wedged into the rock to the left. Wall-run and double jump to grab the hanging helmet.
CQB Pilot Loadout

**EVA-8 Shotgun**
**Semi-automatic shotgun.**

**Sidewinder AT-SMR**
**Rapidly fires micro-missles.**

**Hammond P2011**
**Precision semi-auto pistol.**

**Cloak**
**Most effective against Titans.**

**Frag Grenade**
**Explosive anti-personnel weapon.**

**Enhanced Parkour Kit**
**Allows extended wallrun and wallhang.**
**Dome-Shield Battery**
**Titanfall Dome-Shield lasts longer.**

The CQB Pilot Loadout is the close-quarters combat loadout in Titanfall.

## Strategy

The CQB Loadout requires fast reflexes and attention to your surroundings. While it is relatively easy to be caught off-guard, your shotgun will handle many of the surprises you encounter. Most importantly, DO NOT ENGAGE PEOPLE FROM A DISTANCE!
Archer

**Magazine Capacity**

**Archer** is a Pilot Secondary Weapon in Titanfall 2.

## Summary

The archer is a lock-on rocket launcher usable only against Titans and Reapers.

Pros
* High damage per rocket - a hit is guaranteed to destroy a doomed titan.
* Rocket locks on to targets and follows them.
* Can lock onto targets from any distance.

Cons
* Enemy titans are alerted when being aimed at.
* Takes time to lock on to a target, and cannot be used against targets obscured by smoke.
* As an anti-titan weapon, has limited ammo per life.
* Targeting, even with the fire key, counts as ADS for the purposes of hover and wall hang.
Capture the Flag (Titanfall 1)

**Capture the Flag (Titanfall 1)** is a gamemode in Titanfall. Capture the Flag is a classic game mode in which players protect their flag from enemy capture.

## How to Win in Capture the Flag (Titanfall 1)

Capture the Flag is a mode won by speed - any boost from Burn Cards or tactical abilities will give you an edge, so take it! If you are the runner, try and stick to the shortest point, unless it crosses open space. Do your best to run through points that are convoluted or have buildings you can duck into, as this will disrupt the line of sight players have on you, prohibiting distance kills. If you're defending a runner, suppressive fire is everything! Launch as much explosive ordnance and firepower downrange as you can, which will serve to disrupt the enemy and cause havoc in their back lines.

## Best Loadouts for Capture the Flag (Titanfall 1)

Assassin Pilot Loadout

**Smart Pistol Mk5**
**Locks onto nearby targets.**

**Sidewinder AT-SMR**
**Rapidly fires micro-missles.**

**RE-45 Autopistol**
**.45 cal full-auto pistol.**

**Cloak**
**Most effective against Titans.**

**Frag Grenade**
**Explosive anti-personnel weapon.**

**Power Cell**
**Your pilot's tactical ability recharges faster.**

**Minion Detector**
**Reveals all Grunts and Spectres on your minimap all the time.**

The Assassin Pilot loadout is a precision oriented kit, focusing on placing rounds downrange at specific targets.

## Points

Actions in Capture the Flag deliver certain points for certain actions.

Capturing a Flag - 400pts
Returning the Flag - 100pts
Killing the Flag Carrier - 100pts
Dome-Shield Battery

**Dome-Shield Battery**
This piece of kit extends the duration of your Titan's Dome-Shield after Titanfall.

The **Dome-Shield Battery** is a Tier 2 Kit for Pilots appearing in Titanfall.

## Summary

The Dome-Shield Battery increases the duration of the shield that surrounds your Titan after Titanfall, keeping your Titan safe for a longer period of time than usual, allowing for you to summon Titanfall from a longer distance than usual.

 **Secondary Weapons**
 **Anti-Titan Weapons**
 **Ordnance**
 **Tactical**
 **Tier 1 Kit**
 **Tier 2 Kit**
Cloak

**Cloak** is a Pilot Tactical in Titanfall 2.

## Summary

By activating Cloak, you immediately become nearly invisible to pilots, and completely invisible to all AI and enemy titans, however you can still be killed by a titan who does not see you. Cloak has one charge and firing a weapon immedialtely deactivates Cloak.
Bubbleshield

**Dome Shield** is a Titanfall Kit in Titanfall 2.

## Summary

Newly dropped titans will have a dome shield around them to protect them. Dome shield also damages any enemy within its radius thus protecting the newly dropped titan from being rodeoed or spawn killed.

Dome shield disappears after titan becomes active.

*This article is a stub. You can help Titanfall Wiki by expanding it.*
D-2 Double Take

**Magazine Capacity**

**D-2 Double Take** is a Pilot Primary Weapon in Titanfall 2.

## Summary

Twin-barreled sniper rifle. Despite the name and in-game blurbs, the Double Take actually fires two focused bullets in a horizontal line.

**Pros**

* Fires two focused bullets per shot, making it easier to hit targets.
* LMO make the shots lined up easier.
* Does not lose damage over distance.
* As a sniper rifle, has access to longer-range scopes than other weapons.

* Pro-tips: Can be use as a shotgun at point-blank range.

**Cons**
* Drastically loses accuracy when fired rapidly.
* Low damage if all two bullets aren't consistently connecting.
Critically Conditioned (XO-16)

**Requirements:** Get 50 critical hits with the XO-16 Chaingun.
**Reward:** 500xp
**Category:** XO-16

Critically Conditioned (XO-16) is one of the many challenges in Titanfall.

## How to Get Critically Conditioned (XO-16)

Getting the critical hits you need is relatively easy. Just wait until the enemy is near dying, then switch quickly to the needed weapon to finish them off.
Auto-Eject

**Auto-Eject**
The Auto-Eject system automatically ejects you as soon as your Titan is doomed. You will also cloak briefly on ejection, whether or not you have the Cloak ability as a pilot.

The **Auto-Eject** is a Tier 2 Kit for Titans appearing in Titanfall. The Auto-Eject system automatically ejects you as soon as your Titan is doomed. You will also cloak briefly on ejection, whether or not you have the Cloak ability as a pilot. This allows you to choose an alternate tactical ability while still reaping some of the benefits of said ability, and allows you to quickly escape an environment where you can very easily and quickly become overrun by enemies.

## Titan Navigation

 **Tactical**
 **Ordnance**
 **Tier 1 Kit**
 **Tier 2 Kit**
Fresh Squeezed (Pilot Melee Kills)

Execute pilots as a Stryder Titan

**40mm Cannon**
Equip the Cluster Missile, the 40mm Cannon and the tactical ability that best suits your play style. (Avoid using the Particle wall as it limits your range of movement while activated)

*One on One Titan Fight:*
Fire a few shots off and get the shield lowered or even completely knocked off, use the cluster missile to keep the Pilot from running out of your line of fire.
Main thing here is constantly move forward towards the enemy.
while the cluster missile is keeping them in place fire off the rest of your clip this will either doom the titan or get it down to a point where you can give it a few good punches. Either activating your dash core or using the dashes that the titan has as a default (3) you can close the distance (as long as they don't have automatic ejection) you can normally get the execution kill before they have time to eject or disembark.
Angel City (Titanfall 1)

Angel City (Titanfall 1) is a map in Titanfall.

## Summary

When the IMC instituted martial law in Angel City, a city located on the planet Angelia, massive walls were built and a system of security checkpoints was created to divide the city into many smaller districts. The unfortunate residents of the Harbor District, now unable to move freely throughout the city, are only able to view the glittering skyline from afar. Pilots fighting in the city gravitate to the highly accessible rooftops, using them to cross entire city districts without ever touching the ground.

## Strategy

Angel City is the perfect place for rooftop battles, meaning that both Close Quarters loadouts and Sniper specialists will excel on this field. Move quickly and utilize the rooftops to drop on opponents and cause mass death from above. Be aware that if you choose to stake out the roofs for sniper nests, you are open to the elements, meaning either another sniper or a quiet, crafty Pilot can get the drop on you rather quickly.
Adrenaline Transfusion

**Permanently stimmed as a Pilot, in addition to having your Pilot Tactical Ability.**

***"We clone your own adrenaline; trust me, it is undetectable." -Dr. Yisv, Regenerative Specialist***

**Adrenaline Transfusion** is a Burn Card in Titanfall. This card adds a permanent Stim effect in addition to a Tactical Ability of your choosing, allowing you to run at increased speed indefinitely.
Amped Wingman

**Replace Sidearm Weapon with a match trigger B3 Wingman.**

***"I don't trust him, Bish. His sidearm is on a hair trigger." - Sarah***

**Amped Wingman** is a Burn Card in Titanfall. This card replaces the Sidearm Weapon with a match trigger B3 Wingman. Using this burn card will replace the B3 Wingman with an unlimited fire rate, allowing you to use it at close ranges more effectively.
Black Water Canal

**Black Water Canal** is a map in Titanfall 2.

## Summary

Black Water Canal is an IMC fueling station nestled deep in the rocky canals of the planet Cibus. Built as an early fuel storage facility in the Frontier by the original colonists, it rapidly became a key location for IMC ships to refuel, due to its prime location between Demeter and Gridiron. Although it is still operated and managed by its founders, the Dionysys Corporation, the facility is owned by its parent corporation, the IMC.

Black Water Canal is built around three core lanes, with a major, central choke point. The densely arranged buildings that border the primary lanes allow Pilots to make isolated wall runs for quick maneuvers, as well as providing high ground advantages against Titans. Surrounding the station are wide, drained canals, which limit enemy visibility, and can be tightly controlled to prevent flanking. Pilots must be careful of falling into the canals, as that terrain is most easily dominated by Titans.

In the centre of the map is a large tower which can be seen on the picture on the left side. It can be climbed without grapple but grapple will make it much easier, alternatively you could use a titan nuclear eject to get up there. The tower offers a view of the entire map and is an amazing spot for sniping, unfortunately there is no space for a turret to be placed up there. It is hard to escape the canal and you can be easily seen if using them for transport.

The map has a huge number of buildings which allow for safer if slower travel throughout the map. In the middle by the tower is a bridge above the drained canal. This is the main kill zone and is always where the first fight happens. on both sides there is lots of cover but in the centre you are in plain view for both sides and won't last long.

In amped hardpoint the bridge has B and is hard to camp without being killed especially as it is titan-accessible. The other two are relatively easy to camp and lie at either end of the map both have large areas that count as inside and are hard to capture. The hardpoint on the side opposite the tower has a glitch which allows you to stand on a tiny ledge above an archway that leads outside and is on the mezzanine with the windows looking out the the sphere on a tower.

Black water canals location is on the planet Cibus, but a lot of evidence points elsewhere. When you first enter the map, you can see a moon that has the same color scheme as Typhons moon, Orthos; the moon also seems to have been shattered by some form of large impact, but Orthos was shattered by the fold weapon, and the impact points look very similar to each other. There is also something that looks almost exactly like the fold weapon. You are only able to see it when you eject from your titan and look in the distance of the map. Another piece of evidence that the planet could be typhon and not Cibus is the Large ship in the distance that looks very similar to the IMS Draconis.

*This article is a stub. You can help Titanfall Wiki by expanding it.*
Gates

**Gates** is the faction leader of the The 6-4 in Titanfall 2.

## Summary

Gates is a section commander of the 6-4, a freelance unit of elite Pilots. The 6-4 has a unique code of honor; they won't always work for the highest bidder. They want to protect the freedom of the frontier - but on their own terms.

*This article is a stub. You can help Titanfall Wiki by expanding it.*
Campaign Missions

The Campaign in Titanfall is an integrated experience. Unlike other single player experiences, the Campaign Missions are integrated into the multiplayer game itself, with the story playing out via multiplayer matches. The campaign missions are the same for both groups, though the results are vastly different, and the content in terms of audio and visual change as well.

## The Refueling Raid

**The Refueling Raid** is the first campaign mission in the story mode of Titanfall. The game mode is Hardpoint Domination, on the map **Fracture**.

## The Colony

**The Colony** is the second campaign mission in the story mode of Titanfall. The game mode is Attrition, and the map is **Colony**.

## The Odyssey

**The Odyssey** is the third campaign mission in the story mode of Titanfall. The game mode is Attrition, and the map is **Relic**.

## Get Barker

**Get Barker** is the fourth campaign mission in the story mode of Titanfall. The game mode is Attrition, and the map is **Angel City**.

## Assault on the Sentinel

**Assault on the Sentinel** is the fifth campaign mission in the story mode of Titanfall. The game mode is Attrition, and the map is **Outpost 207**.

## Here Be Dragons

**Here Be Dragons** is the sixth campaign mission in the story mode of Titanfall. The game mode is Hardpoint Domination, and the map is **Boneyard**.

## The Three Towers

**The Three Towers** is the seventh campaign mission in the story mode of Titanfall. The game mode is Attrition, and the map is **Airbase**.

## The Battle of Demeter

**The Battle of Demeter** is the eighth campaign mission in the story mode of Titanfall. The game mode is Hardpoint Domination, and the map is **Demeter**.

## Made Men

**Made Men** is the Ninth campaign mission in the story mode of Titanfall. The game mode is Hardpoint Domination, and the map is **Corporate**.
Demeter (Map)

**Demeter (Map)** is a map in Titanfall.

## Summary

Demeter is a critical fueling station for IMC forces making the jump into the Frontier.

## Strategy

Demeter is packed with close quarters combat opportunities, so make good use of the melee attack to rack up not only experience but several challenges which depend on this move. This is the best location to use it, as there is a good chance around the next corner a Pilot is running at breakneck speed towards your position. Be wary of the South-Western area, as it is basically a wide open expanse, creating a gamut of death and munitions. Equally, be wary of the Stealh Bomber in the North-Eastern quadrant, as it lends itself to Pilot machine gun and ordnance nests.
Data Knife

**Data Knife**
The Data Knife is a tool used to hack Heavy Turrets and enemy Spectres to fight along side the player.

The **Data Knife** is an Ordnance for Pilots appearing in Titanfall.

### Information

The Data Knife is a tool a pilot has equipped by default. It can not be used as a weapon. It can be used to hack deactivated or enemy Heavy Turrets and enemy Spectres to fight for you, the owner's name will be also displayed above them. Hacked turrets and spectres will grant XP for every unit killed to the Pilot that hacked it. Hacked spectres will also follow their owner.

The Data Knife can be upgraded by equipping The "Icepick", which hacks heavy turrets and spectres much faster.

The Data Knife can also be seen when a player is wall hanging, with the knife stabbed into the wall.

### Class

Main Handed weapon used by Pilots.

 **Secondary Weapons**
 **Anti-Titan Weapons**
 **Ordnance**
 **Tactical**
 **Tier 1 Kit**
 **Tier 2 Kit**
Flyer

Flyers are generally harmless creatures which are affected by heavy-duty weapons(aka anti-titan and titans). On the map (Boneyard) flyers will pick up grunts, fly up, and drop them. Their general look is more like a Pterosaur but with spattered skin. Flyers possess six limbs with four of which being wings. Flyers also possess large tusks just under the mouth. They are often seen around Leviathans.
EVA-8 Shotgun

**Magazine Capacity**

**EVA-8 Shotgun** is a Pilot Primary Weapon in Titanfall 2.

## Summary

The EVA-8 is an automatic shotgun.. It was originally designed for extra-vehicular activity, both in conventional and in exo-atmospheric conditions.

Pros
* Fires eight pellets in the shape of an 8.
* High damage in close quarters.

Cons
* Loses almost all damage at distance.
Magrider

The **Magrider** is the Vanu Sovereignty's main battle tank. It is a hover vehicle, able to strafe while moving and can travel over water. Its main cannon, unlike the other two faction-specific main battle tanks, has a very small forward firing arc. This means that the driver must rotate the whole vehicle to target an enemy.

The special ability of the Magrider is the Magburner. Much like an afterburner, the Magburner enables the vehicle to travel twice its normal speed for 3 seconds, allowing for quick dashes to cover or fast maneuvering. The ability has a cooldown timer, and is indicated by a bar on the HUD for the driver.
Continent

**Continents** are large areas of play containing several Facilities, a single continent can hold 2000 players.

Current playable continents in PlanetSide 2:

* Amerish
* Esamir
* Indar

Future playable continents:

* Hossin (Confirmed at SOE Live)(Currently Live on the Test Server)
* Searhus (Confirmed at SOE Live)
* Oshur (Confirmed at SOE Live)
Harasser

The Harasser is a fast, light scout vehicle. The gunner can use a variety of light weaponry while protected inside the vehicle. The passenger rumble seat lets any infantry (including MAXes) ride in the back and use any weapon in their arsenal. The Harasser excels in hit and run tactics due to its speed an maneuverability and is a potent anti-air platform with a Burster MAX in the back.
40mm Gun

### Ammunition

The 40mm Gun uses 40mm shells, and holds 5 total clips by default. A maxed magazine can hold 56 clips; this means that the 40mm gun has a maximum ammunition capacity of 784 rounds.

### Strategy

Though the weapon does indeed fire in Semi-Automatic mode, the 40mm gun is often best used as a medium range precision weapon in conjunction with its typical usage as a suppression weapon. Because the shell has a relatively low area of effect, the 40mm gun can be used for precision support or suppression, which is vitally important in hectic combat situations.

### Real-Life Counterpart

Fans have speculated that the 40mm gun is likely based on the Bofors 40mm Gun ([1]), one of the most popular auto-cannons of World War II.
Eden

**Eden** is a map in Titanfall 2.

## Summary

Eden was once a paradise, sold as the ideal residential community by the IMC to their new employees from the Core Systems. IMC employees responded in record numbers, attracted by the promises made by the IMC’s Interstellar Colonial Authority. But the discovery of an extensive, deep network of naturally occurring fuel reservoirs changed everything. As they had done previously with other worlds in the Yuma System, the IMC fracked the area until dust reigned over light. Today, the train and space elevator remain in operation, maintained by a small community of dispirited IMC employees tied to long term employment contracts.

Eden is a medium sized map with choke points running through the middle sections of the town. Billboards all along the elevated rail line allow Pilots to achieve great wall running speeds and traverse the town quickly. Titans will find excellent opportunities to engage Pilots safely in the streets and open lots that ring the outskirts. Pilots however, have many options amongst the diverse spread of small outbuildings and their interiors, as well as walled courtyards, for both escape and counterattack.

*This article is a stub. You can help Titanfall Wiki by expanding it.*
Flash

The **Flash** is for soldiers looking to get from point A to point B rapidly. It has the second highest top speed of any ground vehicle and is easy to acquire. The only downside is that it is not very tough, relying on its amazing speed and agility as its defence. The Flash is useful as a flanking vehicle and has options for several front mounted weapons.

It is the only vehicle that allows the player to take damage while 'inside' the vehicle.

The Flash has two seats, and the soldier in the passenger seat can use their weapon as if they were on foot.

The vehicle was called the **Quad** in early Alpha development.

## Weapons

* Flash M12 Kobalt
* Flash M20 Basilisk
* Flash M40 Fury

## Appearance

* Hood Ornament
	+ Headlights
* Tint
* Decal
* Misc
Amp Station

Amp Stations are facilities made up of many different buildings, which surround one main capture-point room, which is protected by two shields, powered by Shield Generators in separate buildings. Vehicles and aircraft can be spawned within this room. Defenders spawn in a room separate from the capture-point building. Walls, towers, and walkways enclose the amp station, equipped with a variety of defensive turrets and jump-pads to help defenders travel quickly from place to place. Around the Amp Station, tank shields powered by generators within the amp station can be found, which block attackers from driving vehicles into the amp station unless they destroy the generators. Amp Stations contain 1 SCU, 2 Shield Generators, 1 capture point and 2 Tank Shields.

Capturing an Amp Station will drastically increase the amount of time any turret belonging to the capturer's faction can fire before overheating, making Amp Stations vital for defence.
Bakery ticket

**Bakery ticket**s are numbered paper notes that can be found and obtained within the Commonwealth in *Fallout 4*.

## Locations

This particular tickets can be found in and around Pinelli's Bakery of General Atomics galleria.

* Tickey 1, – containing number "22" –
* Ticket 2, – containing number "43" – is located on the ground just outside of the bakery. Between a decorative post and the exterior wall.
* Ticket 3, – containing number "47" — is in the hand of the female skeleton within the Pulowski Preservation shelter just outside the bakery.
* Tickey 6, – containing number "82" – is located on the front counter of the bakery.
* Ticket 7, – containing number "83" – is located on the front counter of the bakery.
How to play guide for PlanetSide 2

*This article is a stub. You can help PlanetSide 2 Wiki by expanding it.*

This page will serve as a basic **how to play guide for *PlanetSide 2***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## See also

* Release date
* System requirements
Amerish

**Amerish** is a continent filled with with lush vegetation and beautiful landscapes.

It features nine facilities that consist of three Amp Stations, three Bio-Labs and three Tech Plants.

Amerish has more trees and rougher terrain than the other continents, and its rolling green fields and forests are routinely broken up by tall jagged rock outcroppings.

Infantry, vehicles and aircraft all do fairly well here, though uneven terrain may force ground troops to take roundabout paths to their objectives.

Capturing **Amerish** will give the capturing empire a 10% reduction in the cost of air vehicles for as long as Amerish is held.
Marketplace

The **Marketplace** is accessed via the "Store" icon located at rightmost position of the interface navigation bar at the bottom of the game screen. This is where players can buy equipment for their game characters. Purchases in the marketplace can be made with either of two methods:

* **Station Cash** which is denoted by the following icon , or
* **Auraxium** which is denoted by the following icon .

## Station Cash

Station cash is acquired by purchasing with real funds.

## Auraxium

Auraxium is a precious resource which is acquired within the game.
MAX

Capable of equipping one modular weapon on each arm, MAX units bring unrivaled firepower at the expense of some versatility and mobility. What they lack in those areas, however, is made up for by sheer stopping power and damage mitigation in open combat, unmatched by any other class. This class must be purchased using infantry resources and it cannot spawn vehicles or man guns but can get into passenger seats.

## Equipment

### Weapons

* MAX Anti-Infantry
* MAX Anti-Vehicle

### Abilities

* Charge
* Ammo Storage Container
* Empire Specific MAX Ability

### Suit Modifications

* MAX Flak Armor
* Kinetic Armor
* Nanite Auto Repair System
Hossin

*This article is a stub. You can help PlanetSide 2 Wiki by expanding it.*

**Hossin** is a continent originally planned to be released in April, the release was then postponed September, 2013. The continent has still not been pushed to the release servers as of November 2013, but part of the continent is playable on the Public Test Server. These delays occurred because of the release of the Lattice Link system on all continents.

Hossin is a swamp covered continent and will feature the first Interlink Facility.
Infiltrator

The Infiltrator is a class that focuses on stealth and sniping carrying sniper rifles and sub machine guns alike. They have the lowest survivability out of the 6 classes but can hit hard from a distance. They can also use cloaks to get behind enemy lines whilst hacking enemy terminals for their factions use. On top of that they can scan areas for enemies via their detection devices. This is the class for any stealth oriented player or sniper.

## Equipment

### Weapons

A new Infiltrator begins with their army's basic sniper rifle and pistol to snipe enemies, but eventually can get battle rifles and SMG's. It has been mentioned that eventually the class will have access to shotguns and possibly carbines.

### Primary Weapons

* Sniper Rifles
* Scout Rifles
* Battle Rifles
* Submachine Guns

### Secondary Weapons

* Pistols
* Crossbows

### Abilities

The Infiltrator is a master of stealth using different cloaks for different situations.

* Hunter Cloaking Device
* Nano-Armor Cloaking
* Stalker Cloak

### Tools

The tools are use to locate enemies within range automaticaly.

* Recon Detect Device
* Motion Spotter

### Suit Modifications

By spending certification points, an Infiltrator can expand the capabilities of their suit in the following ways:

* Advanced Shield Capacitor
* Adrenaline Pump
* Ammunition Belt
* Flak Armor
* Grenade Bandolier
* Nanoweave Armor

### Grenades

The infiltrator mainly uses grenades that distract and destort the enemy.

* Frag Grenade
* EMP Grenade
* Decoy Grenade

### Utilities

* Auxiliary Shield
* Anti-Personnel Explosives
* Medical Kit
* Restoration Kit

### Passive Systems

The infiltrator can hack enemy terminals for their factions use.

* Advanced Equipment Terminal Hacking
Indar

**Indar** is the first continent created for PlanetSide 2, and was featured in the original PlanetSide 2 trailer. Its visual theme is that of canyons and desert wasteland. Indar's northern landscape is mostly a flat desert area with few high hill and ledges, a giant Oasis stretches out covering up the entire southwest of Indar, and labyrinths of canyons are located in the southeast, with very high mountains and ledges, making vehicles much more vulnerable to infantry ambushes, waiting atop of the canyons.

## Gameplay

Indar is a very wide and sprawling continent, a large landmass with mountains and roads weaving through the many paths going in and out of facilities. It is important to take notice of vehicle warfare, both air and ground alike, as it is common to see a Mosquito or a Magrider assaulting the many bases from afar and often stationed upon hills for visibility. Contrary to supposed logic, players will often *not* find Infiltrators picking off players from ridiculously high vantage points because of both the bullet drop physics and poor accuracy.

There are several common points on the continent that are often seen as endless struggles. The Crown is quite prevalent due to its mountain-like nature and the tedious siege operation often required to take it. Many bases, like The Crown, are quite defensible due to the use of powerful turrets that serve as both deterrents to aircraft, ground vehicles, and infantry.

## Facilities

There are three primary facility types on Indar: Tech Plant, Bio Lab, and Amp Station.

### Tech Plants

* Tawrich Tech Plant West of the South-Eastern Warpgate
* Hvar Tech Plant North of the South-Western Warpgate
* Mao Tech Plant South-East of the Northern Warpgate

### Bio Labs

* Rashnu Bio Lab North of the South-Eastern Warpgate
* Allatum Bio Lab North-East of the South-Western Warpgate
* Saurva Bio Lab West of the Northern Warpgate

### Amp Stations

* Zurvan Amp Station North-West of the South-Eastern Warpgate
* Peris Amp Station East of the South-Western Warpgate
* Dahaka Amp Station South West of the Northern Warpgate
Galaxy

The Galaxy is the largest flying vehicle available for all factions, holding 12 players by default with 4 cannons to cover your entrance into the battlefield.

## Weapons

* Galaxy A30 Walker (Tail)
* Galaxy A30 Walker (Top)
* Galaxy M20 Basilisk (Left)
* Galaxy M20 Basilisk (Right)
* Galaxy M20 Basilisk (Tail)
* Galaxy M20 Basilisk (Top)
* Galaxy M60 Nortar (Left)
* Galaxy M60 Nortar (Right)
GD-66 Claw

The **GD-66 Claw** is the pump-action shotgun for the New Conglomerate.  It shoots one less pellet than the LA39 Bruiser (the heavy pump-action for the New Conglomerate), so it does less overall damage.  However, it has a faster fire rate and a tighter spread.  Both pump-actions can kill in one shot if most of the pellets hit.
Heavy Assault

As the only class capable of using light machine guns, an this classes shield generator ability. This class deals heavy damage and deals it back. Most other classes of soldiers will lose on a one on one fight with a Heavy assault. On top of the LMG and Shield, this class can use rocket launchers that deal damage to vehicles and infantry alike. This is the class for people who just like to blow stuff up and shred people to pieces.

## Equipment

### Primary Weapons

This class can use many different heavy weapons.

* Battle Rifles
* Light Machine Guns
* Specialized Heavy Assault Weaponry
* Shotguns
* Submachine Guns

### Secondary Weapons

* Pistols
* Crossbows
* Rocket Launchers

### Abilities

* Nanite Mesh Generator
* Adrenaline Shield

### Suit Modifications

By spending certification points, a Heavy Assault can expand the capabilities of their suit in the following ways:

* Advanced Shield Capacitor
* Ammunition Belt
* Flak Armor
* Grenade Bandolier
* Munitions Pouch
* Nanoweave Armor

### Grenades

The heavy assault focuses on suppresing and anti vehicle grenades.

* Frag Grenade
* Anti-Vehicle Grenade
* Concussion Grenade

### Utilities

* C-4
* Medical Kit
* Restoration Kit
Liberator

The Liberator is the 3 man gunship for all three factions. It's raw firepower is unmatched by any other aircraft, it's prowess in air-to-ground combat makes it an invaluable asset to any decent pilot.

## Weapons

* Liberator A30 Walker
* Liberator AP30 Shredder
* Liberator CAS30 Tank Buster
* Liberator L105 Zepher
* Liberator L30R Vektor
* Liberator M12 Kobalt
* Liberator M20 Basilisk
* Liberator M60 Mortar
Acquisition Timer

Reduced the acquisition timer for pulling this vehicle.

5/10/15/20/25/30/35/40/45/50

* Rank 1 – Reduced the acquire timer of the Quad by 30 seconds.

* Rank 2 – Reduced the acquire timer of the Quad by 60 seconds.

* Rank 3 – Reduced the acquire timer of the Quad by 90 seconds.

* Rank 4 – Reduced the acquire timer of the Quad by 120 seconds.

* Rank 5 – Reduced the acquire timer of the Quad by 150 seconds.

* Rank 6 – Reduced the acquire timer of the Quad by 180 seconds.

* Rank 7 – Reduced the acquire timer of the Quad by 210 seconds.

* Rank 8 – Reduced the acquire timer of the Quad by 240 seconds.

* Rank 9 – Reduced the acquire timer of the Quad by 270 seconds.

* Rank 10 – Reduced the acquire timer of the Flash down to nothing for 24 hours.
Combat Medic

As the only class with access to healing grenades and field rebirth technology, Combat Medics are responsible not only for their own lives, but the lives of their squadmates as well. With access to a versatile range of weapons and grenades, Combat Medics function as ideal squad members and flexible all-around soldiers.

## Equipment

### Primary Weapons

* Assault Rifles
* Shotguns
* Submachine Guns
* Battle Rifles

### Secondary Weopons

* Pistols
* Crossbows

### Abilities

This is an ability that offers support to allies in a radius, including yourself.

* Nano-Regen Device
* Shield Recharging Field

### Tools

Used to heal allies.

* Medical Applicator

### Suit Modifications

By spending certification points, a Combat medic can expand the capabilities of their suit in the following ways:

* Nano-Regen Capacitor
* Adrenaline Pump
* Advanced Shield Capacitor
* Flak Armor
* Grenade Bandolier
* Nanoweave Armor
* Ammunition Belt

### Grenades

The combat medic focuses on healing grenades.

* Frag Grenades
* Nanite Healing Grenade
* Nanite Revive Grenade

### Utilities

* Auxiliary Shield
* C-4
* Medical Kit
* Restoration Kit

### Passive Systems

Used to heal anyone in the same vehicle as the medic.

* Triage
Engineer

**Engineers** are one of the most versatile classes, with access not only to several weapons, but specialized explosives as well. Using their Advanced Construction Engine, Engineers are able to perform field repairs on friendly mechanical units and deploy anti-infantry or anti-vehicle turrets to strengthen positional defenses. Engineers are also the best class to use vehicles with.

## Equipment

### Primary Weapons

* Carbines
* Shotguns
* Submachine Guns
* Battle Rifles

### Secondary Weapons

* Pistols
* Crossbows

### Abilities

While not technicaly and ability the engineer is able to deploy a turret.

* Anti-Infantry MANA Turret
* Anti-Vehicle MANA Turret

### Tools

Used to repair.

* Nano-Armor Kit

### Suit Modifications

* Advanced Shield Capacitor
* Ammunition Belt
* Flak Armor
* Grenade Bandolier
* Nanoweave Armor
* Utility Pouch

### Grenades

* Frag Grenade
* Sticky Grenade

### Utilities

* Ammunition Package
* Anti-Personel Explosives
* Tank Mines
* C-4
* Medical Kit
* Restoration Kit
Esamir

**Esamir** is a continent featuring icy tundra terrain and only 15 small outposts compared to the 52 on Indar. There are seven facilities that consist of Amp Stations, Bio-Labs and only one Tech Plant.

Because of the continent's relatively flat terrain and minimal cover the conflicts that take place on Esamir are dominated by tank columns and other forms of vehicular warfare. Aircraft are especially potent here, as the aforementioned lack of cover makes strafing runs completely unavoidable.

Esamir is also the only continent that does not have a completely dark night cycle. Instead of being plunged into darkness like Indar and Amerish, Esamir enters a "twilight" phase with lower lighting, but still plenty of visibility for all players.

Capturing Esamir will yield a 10% reduction to vehicle construction on all continents for the faction that holds it, until it is claimed by another faction.
Bio-Lab

**Biolabs** are gigantic, dome-shaped facilities with a shield barrier around the top keeping aircraft out. They stand high up on leg-like pillars, so fighting may also take place under the facility itself. Inside the dome, there are many small buildings which have been consumed by artificially grown plants and a mini desert biome.

Outside, around the Bio-Lab, there are small collections of buildings which hold control points. Taking these control points will not just increase an empire's influence meter, but it will also grant access to teleporters which take soldiers into the Bio-Lab itself, so capturing these can make assaulting a Bio-Lab much easier.

The very bottom of the Bio-Lab features a small shielded area with several vehicle spawn pads and inventory stations. There is no way into the base at this point, but it has high defensive capabilities if the Bio-Lab is being attacked by ground troops or tanks.

Any time a Biolab has been taken by a faction, that faction gains a passive health regeneration bonus if the infantry is on any connected hexes to the biolab. Once that connection is cut, the bonus is lost.

The biolabs around Auraxis contain 3-5 points inside the dome, plus a Spawn Control Unit (SCU) and a generator protecting the SCU.
Lightning

The Lightning is a fast and mobile tank with decent anti-air and anti-ground weaponry. It isn't very durable, but still very valuable on the battlefield.

## Weapons

* Lightning C75 Viper
* Lightning L100 Python HE
* Lightning L100 Python AP
* Lightning Skyguard
* Lightning L100 Python HEAT

## Appearance

* Hood Ornament
	+ Headlights
* Tint
* Decal
* Misc

## Gallery

* New Conglomerate
* Terran Republic
* Vanu Sovereignty
Cycler ARV

Cycler Automatic Rifle Variant. The high modularity of the Cycler weapon system allows Heavy Assault solders to field the battlefield with variants outfitted with heavy 20' barrels and 100 round drum magazines. The slight loss in accuracy is more than made up for in sustained fire and makes any Heavy Assault soldier deadly at close range.
Bolt Driver

The **Bolt Driver** uses an electromagnetic propulsion system to drive an extremely accurate, high velocity projectile at distant targets. It is prized by New Conglomerate snipers for its stopping power over long ranges and has become the primary weapon of choice for many soldiers entering the field of battle. Created after the success of the NC11, the verstaile **NC14 Bolt Driver's** powerful projectiles can put down targets at a distance.
Certification Points

**Certification points**  can be earned in two different ways, earned over time whether you are online or offline or earned actively through online participation. One point is earned every 2 hours passively, beginning as soon as the character is created. You are able to gain up to 12 certs while offline (24 hours). In addition, points are earned at the rate of 1 point per 250 XP for actions in the game. The points are used to purchase certifications, infantry weapons and vehicle weapons, which range from 1  to 1000 .
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Planetside 2 Wiki/Section 1

Welcome to the PlanetSide 2 WikiWelcome to the PlanetSide 2 Wiki
The PlanetSide 2 guide for Weapons, Equipment, Vehicles and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About PlanetSide 2

Welcome to the PlanetSide 2 wiki that anybody can edit! We would like you to spread the word about this wiki. PlanetSide 2 is a MMO FPS set in the world of auraxis. The game is free to play and was made by SOE and is still being updated today. The highlights include 3 unique factions, 6 unique classes that are very customizable, 8 different vehicles to take you across 3 continents, and many different bases for you to fight in. Membership is available for subscription, however is not required to fully enjoy the game but it is required for cosmetics. Hope you have a quick trigger finger and are ready to work as a team![Read more...]
Vanguard

The **Vanguard** is the New Conglomerate Main Battle Tank. It seats 2 and has decent anit-air and anti-ground weapons.

## Weapons

* A30 Walker
* Vanguard Enforcer C85
* Vanguard Enforcer ML85
* Vanguard ES40 Halberd
* Vanguard M12 Kobalt
* Vanguard M20 Basilisk
* Vanguard Titan-150 AP
* Vanguard Titan-150 HE
* Vanguard Titan-150 HEAT

## Appearance

* Hood Ornament
* Tint
* Decal
* Misc