Underguard is a generic term for types of bodysuits which are typically worn for protection across the Megastructures. Not only do they provide protection, but they make it easier for the user to equip secondary armor types and overall increase their odds of survival. You can make do without this equipment, but it is better to have it.
WEIGHT CLASS
UG- Ultralight. 100% armor coverage.
LT- Light. 200% armor coverage.
MD- Medium. 300% armor coverage.
HV- Heavy. 400% armor coverage.
SH- Superheavy. 500% armor coverage.
Coreguards are chest armors of varying thickness, equipped with a basic exoskeleton which can support the weight on its own or, ideally, interface with standard armor. Body plates are intended as expendable, to be built, destroyed, and replaced.
Body plating resembles the armored vehicles of Old Earth, in the sense it is angled and sloped to deflect oncoming blows, and bulky in a way armor normally couldn’t be for a human to bear its weight. The rudimentary exoskeletons that come with this armor are sufficient only to make it bearable, not add increased speed. Anything else would be prohibitively expensive.
WEIGHT CLASS
UG- Ultralight. 100% armor coverage.
LT- Light. 200% armor coverage.
MD- Medium. 300% armor coverage.
HV- Heavy. 400% armor coverage.
SH- Superheavy. 500% armor coverage.
COVERAGE
NG- Only the chest is armored.
AG- The upper arms are protected by additional plating.
LG- Additional plating is on the thighs.
FG- Both upper arms and thighs are protected.
AESTHETIC
BLOK- The chest has a blocky design motif.
CONE- The primary motif is a straight, conical design, jutting outward.
CYLN- The motif is primarily cylindrical.
WDGE- The motif is a wedge shape, like the front of a ship.
PYRM- The motif is pyramidal, jutting outward.
SPHR- The motif is spherical, bulbous and protruding.
OBLT- The motif is oblate, curving but not protruding.
Helmets can be worn on their own or with masks. Without a mask, the face is left open.
SHAPE
SKUL- Skull head. Not an actual skull, but it conforms tightly to the facial shape of the wearer.
FWRD- A long, bulky helmet, extending forwards.
BKWD- A long, bulky helmet, extending backwards.
BROD- A wide, bulky helmet, extending to the sides without a taper.
TALL- A tall, bulky helmet, extending upwards without a taper.
FLAT- A flat, bulky helmet, expanding in all directions horizontally.
BODY- A huge bulky helmet, built into the torso and shoulders such that it has a neckless appearance fused with the upper body. 400% coverage.
AESTHETIC
BLOK- The helmet has a blocky design motif.
CONE- The helmet has a conical design.
CYLN- The helmet is primarily cylindrical.
WDGE- The helmet is a wedge shape, like the front of a ship.
PYRM- The helmet is pyramidal, jutting outward.
SPHR- The helmet is spherical.
OBLT- The helmet is oblate.
OBLG- The helmet is oblong.
FACE- The helmet's design mimics the contours of a face.
FLRE- The helmet has a bell-like shape.
CSNT- The helmet has a crescent shape.
HOOK- The helmet has a hooked or beak-like design.
CRST- The helmet has frill/crest on an otherwise rounded design.
EPSL- The helmet has a disc-like design.
ORIENTATION
STRT- The aesthetic motif points forwards or backwards.
DNWD- The motif is angled downwards.
UPWD- The helmet is angled upwards.
Masks are worn on top of helmets when the two are combined, but can be worn separately. They provide 50% armor coverage by themselves, and it is recommended they are added to a helmet.
SHAPE
VISOR-FULL- The helmet's visor takes up the face of the helm.
VISOR-HALF- The visor takes up half the helm.
VISOR-SLIT- The visor is a narrow aperture.
EYES-SMALL- The helmet has distinct, small eye holes.
EYES-LARGE- The eye holes are large.
EYES-SLIT- The eye holes are narrow slits.
BLANK-PERFORATED- The mask has no distinct slit or eyeholes, but many tiny pinprick holes.
BLANK-SOLID- No openings exist, with unseen sensors providing visual information.
BLANK-SENSORSYS- Antennae and bulbous protrusions emerge from the front, providing a complex feed of information.
Manipguards protect the arms, stanceguards the legs.
COVERAGE
NULL- No additional armor, it simply covers the limb.
GARD- A pauldron or tasset-like additional layer is affixed to the thigh or upper arm.
SHLD- A powerful, adjustable shield-like plate is affixed to the waist or shoulder.
AESTHETIC
BLOK- It has a blocky design motif.
CONE- It has has a conical design.
SLAT- It has is composed of many thin struts.
CYLN- It has is primarily cylindrical.
WDGE- It has is a wedge shape, like the front of a ship.
PYRM- It has is pyramidal, jutting outward.
SPHR- It has is spherical.
OBLT- It has is oblate.
OBLG- It has is oblong.
FLRE- It has has a bell-like shape or a frill motif.
HOOK- It has has a hooked design.
EPSL- It has a disc-like design.
Shields in this era can be made strong enough to completely negate the damage of most ranged projectiles at the right angles.
SHAPE
UL- Ultralight. 10% block chance.
LT- Light. 20% block chance.
MD- Medium. 30% block chance.
HB- Heavy. 40% block chance.
SH- Superheavy. 50% block chance.
AESTHETIC
SLD- A solid slab of metal. Simple and reliable.
ABL- A thick shield almost like concrete or plastic, chipped away at by attacks.
ERA- Explodes violently every time it is struck, deflecting the blow.
ENR- An energy shield of coruscating force and lightning.
HDL- A hardlight shield of flickering screens and glyphs.
In an era of incredibly advanced materials and superhuman bodies, the ability to close the distance and tear someone apart is once more a vital aspect of warfare. Melee exists alongside ranged weapons, and using both is vital to survival.
Melee weapons are divided into war-types, great-types, and civ-types, denoting one-handed military weapons, two-handed military weapons, and civilian weapons, respectively.
Swords- The most versatile weapon, capable of stabbing and cutting with the widest variety of weapon attachments.
Lances- A weapon specialized for penetrative attacks.
Hammers- A weapon that deals pure blunt damage.
Maces- A weapon that deals a mix of blunt and penetrative damage.
Axes- A weapon that uses powerful slashing attacks.
Whips- A weapon that uses a mix of blunt and slashing damage.
Staves- A weapon that deals pure blunt damage. (NOTE: this is largely here to for balance purposes but will get more features in the future, think of it as a hammer)
Glaives- A versatile weapon like a sword, but slightly favoring stabbing over slashing.
Ranged Weapon Types
(NOTE: when sending fortress mode squads on a raid, an all-ranged group will automatically fail. You need melee guys.)
Rifle- Bulky single-shot ranged weapons focusing on damage.
Pistols- The cheapest ranged weapons available, one-handed.
Shotguns- Use shrapnel and slug canisters, a versatile weapon but with a strong kick that can delay recovery after firing.
Rotorguns- Automatic rotary cannons that have the fastest firing rate of any ranged weapon.
Snipers- Powerful, accurate single-shot weapons.
Cannons- Extremely powerful, slow weapons.
Missile Launchers- Divided into HOMING, which is extremely accurate but with a long chargeup time, using true missiles, and SWRMPD, or swarm pods, which fire many micromissiles.
Ranged Weapon Mechanisms
COILGN- An all-around balanced system. Reasonably accurate, adequate speed, acceptable stopping power. Use magrods.
RAILGN- The most accurate ranged weapon system, packing a harder punch than a coilgun. However, it takes slightly longer to load and there is a slight delay between pulling the trigger and launching the projectile. Use magrods.
CHEMGN- Chemical propellant, a crude and innacurate but fast firing method. Generally worse in most ways than any other option, but chemguns are cheaper to make. Use bullets and shells.
RMACCL- Ram accelerators fire powerful projectiles at incredibly high speeds, but are slow to charge and slower to reload. Excellent for highly lethal volley fire. Use sabots.
GYRJET- A slightly heavier hitting and slower chemgun, using micromissiles instead of bullets or shells.
LHTGAS- The fastest-firing weapons one can get. Almost exclusively confined to shotguns and rotorguns due to the extremely low accuracy.
Military-grade weapons possess a wide variety of powerful weapon attachments to increase their strength and add secondary attack functions.
AXEBLD- Axe Blade. Denotes ranged weapons with an axe-type bayonet, allowing them to hack at foes.
DRILHD- Drill Head. Used to enhance the abilities of piercing weapons, but make them harder to aim and slower to recover after attacking.
ENRBLD- Energy Blade. Weapons with this attachment have a blade that can be coated in a special plasma emission, letting them slash through just about anything. However, this attack takes time to charge, and leaves the user vulnerable afterwards. Recommended only for experienced fighters.
FLMBLD- The edge of the weapon can heat up before an attack to partially melt enemy armor. It is less powerful than some other special attacks, but takes less time to activate and has a shorter recovery period.
GRNDHD- Grinder Head. Used to enhance blunt weapons, letting them latch onto and chew up what they hit, but making them more unwieldy. Excellent against armor.
HRDLHT- The weapon's blade is weightless hardlight, making it much easier to move, almost like it has a mind of its own. Allows the weapon to strike faster.
LSRSGT- Laser Sight. An attachment added to ranged weapons intended for exclusive ranged use.
NRMBLD- Normal Blade. Denotes a ranged weapon with a conventional bayonet, for stabbing attacks.
PLBNKR- Pile Bunker. A captive bolt weapon that strikes at the speed of a gunshot before retracting to be used again. Highly lethal but the user can be destabilized by the recoil.
RKTSYS- Rocket System. Multiple thrusters implanted on the weapon can be activated to unleash a devastating strike, but leaves the user vulnerable afterwards. As these weapons can also use conventional attacks, knowing when to activate the rocket ability is of utmost importance.
SAWBLD- Saw Blade. Allows blades to chew through flesh with ease, with minor bonuses against armor. Like the drill and grinder weapons, it causes attacks to be slower and less precise.
SHKSYS- Shockwave Emission System. Emits a massive wave of force that can send anyone in front of the user flying into the air. Less effective against larger foes, but an excellent way to push forward against enemy infantry.
ZMSCPE- Zoom Scope. Used similarly to the laser sight, intended for long-ranged engagements and attached to weapons with increased firepower.
Civilian weapons are weapons allowed by governments for use by normal citizens. Lacking any mechanical aspect and often made of poorer-quality materials, they can do little against more powerful enemies but can protect against thugs and biological predators, usually.
VRSBLD- Versatile Blade. Can stab and slash.
STBBLD- Stabbing Blade. Has a pointed tip optimized for thrusting.
HCKBLD- Hacking Blade. Has a wider, flat-tipped blade used for slashing attacks.
BLNTHD- Blunt Head. Notes that the weapon is blunt, and uses blunt force transference to damage.
SPKEHD- Spiked Head. Spikes have been affixed to this otherwise blunt weapon, giving it a bit of edge damage.