Armorsuit 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.
DESIGN
EXOS- Denotes a powered exoskeleton consisting of rigid cybernetic struts and armor plates which adhere to the clothing of the user.
MSCL- Denotes a body suit of synthetic muscle fibers which can mount additional armor. Muscle fibers generally mimic the figuration of the body wearing them.
PNMT- Denotes a body suit of pneumatic tubes which use powerful pressurized fluid to aid in movement. These tubes generally mimic the configuration of musculature, but the tubes are far thicker than muscle fibers.
FLDC- Denotes a suit made of hyperdense opaque, matte-textured homogeneous fluids which are controlled by electrical impulses, analogous to non-newtonian fluids.
NANO- Denotes a suit made of nanomachines which can harden in response to physical trauma. Resembles a muscle suit with a mostly homogenous metallic surface, but with thick “veins” bulging atop it and spreading to cling onto other armor.
AESTHETIC
The proportions of a suit of armor can vary according to the tastes of the civilization that produces it. On the name of a suit of armor, following its design abbreviation, two letters will be presented. The first one refers to arms, and the second to legs.
B- Balanced. The upper and lower halves of the limbs are more or less the same in terms of the density of the armor.
T- Tapered. The upper halves of the limbs, such as hips, thighs, shoulders, and upper arms receive more protection.
F- Flaring. The lower halves of the limbs, such as shins, forearms, hands, and feet have additional protection.
Different combinations of these can differentiate the appearance of a civilization’s armor, even if it uses the same design philosophy as another culture.
Protection
S- Solid Plating. The armor uses thick solid plates in its design, albeit form-fitting ones. Typically used by ranged fighters.
D- Disparate Plating. The armor uses small bands of armor plating. Practically speaking it functions as chainmail, with the exception of EXOS armor, which retains solidity but with 50% coverage. Typically used by ranged fighters.
(NOTE: There's no actual difference but it has to be this way for NPCs to use it properly)
Body plates are secondary armor 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.
AESTHETIC
PYRAMID- The chest has an angular, pointed front that may face straight (STRT), point downward (DOWN), or upward (UPWD).
CONE- As PYRAMID including subvariants, but a round point on the chest rather than one with distinct sides.
PROW- A sloping wedge, like the front of a boat. Comes in blunt (BLNT) and extended (XTND) variants.
BLOCK- A blocky, solid design. Comes with an outwards-extending (XTND) armor style, a blunt but stil protruding (BLNT) style, and a flat, minimalist (MNML) style.
ROUND- A rounded chestplate, divided between smooth and sleek (SMTH) and bulbous and misshapen (BLBS).
Helmets can be worn on their own or with masks. Without a mask, the face is left open.
SHAPE
SKLHED- Skull head. Not an actual skull, but it conforms tightly to the facial shape of the wearer. 100% coverage.
LNGHED- A long, bulky helmet, extending forwards without a taper. 200% coverage.
WDEHED- A wide, bulky helmet, extending to the sides without a taper. 200% coverage.
TALHED- A tall, bulky helmet, extending upwards without a taper. 200% coverage.
FLTHED- A flat, bulky helmet, expanding in all directions horizontally. 300% coverage.
BDYHED- 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
WEDGE- A helmet style defined by a wing-like shape which may be straight and angled (STRT), tapering (TAPR), or a curving crescent-shape (CURV)
PROW- The helmet with an upward slope which may be BLNT or XTND as per its body plate equivalent.
ROUND- A rounded helmet which may be SMTH or BLBS as per its body plate equivalent.
BLOCK- A solid, blocky helmet, may be cylindrical (CYLR), rectangular (RCTN), or have a slightly curving arched top (ARCH).
BEAK- A rounded, pointed helmet which may point STRT (straight) or DOWN
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
(N)E- A helmet with distinct eye cameras, with N being a number that says how many there are.
PR- The helmet is perforated with many small holes rather than distinct eye-cameras.
SHV-The helmet has a slit horizontal visor, no wider than that on an ancient knight's helm.
SVV- A slit vertical visor, as above save for orientation.
BV- A broad visor, taking up most of the front of the helmet.
DV- domed visor, taking up the upper half of the helmet. Though it may not be a traditional dome shape depending on armor style.
TV- T-shaped slit visor.
CV- Cross-shaped slit visor.
XV- X-shaped slit visor.
YV- Y-shaped slit visor.
GHV- Grilled horizontal visor, consisting of multiple horizontally oriented narrow viewing visors.
GVV- Grilled vertical visor, as above save for orientation.
Combat arms protect the arms of the user, while belts are an armored harness granting slight additional protection. At minimum, it comes with a stronger groin plate and some support for the lower body.
TYPE
PLDRN- A pauldron used in arm armor. It covers the whole of the shoulder and sometimes more of it is big enough.
TASET- Armor which protects the waist, applying greater coverage for heavier variants. Typically provides three-dimensional coverage.
SHILD- Armor which may be affixed to a belt or an arm, consisting of metal plates affixed to adjustable arms which move to block attacks.
WEIGHT CLASS
ULG- Very small pauldrons/shields/tassets. Used for ranged units by default.
LTG- Light pauldrons/shields/tassets that closely adhere to the frame shape.
MDG- Medium pauldrons/shields/tassets long enough to hang off the main body.
HVG- Heavy pauldrons/shields/tassets resembling a pair of shields affixed to the sides of the user.
SHG- Very heavy pauldrons/shields/tassets resembling a pair of shields affixed to the sides of the user.
AESTHETIC
RND-BLBS- a round and bulbous style.
RND-SMTH- smoothed and round armor.
POINT-OUT- outwards-pointing armor.
WEDGE-OUT- outwards-pointing wings or wedges.
HOOK-DOWN- downward-pointing hooked or beak-like plates.
HOOK-OUT- Hooked plates that point outwards.
BLOCK-EQUL- Blocky armor that generally tends towards 90 degree angles.
BLOCK-CNVX- Blocky plates that trend towards convex angled plates, wider than 90 degrees.
CURVE-IN- A type of shield style which consists of inwards-curving plates, like parts of a cylinder.
CURVE-OUT- A shield style where the armor is cylindrical, but bending outwards.
TAPER-DOWN- A shield style where the shields taper as they go downwards in a rounded fashion.
TAPER-OUT- A shield style where they taper in an outwards direction.
FLAT-CRCL- A shield style that is just a flat circle.
FLAT-RCTN- A flat rectangular shield style.
FLAT-TRNGL- A flat triangular shield style.
Combat legs protect the legs of the user.
TYPE
S- A standard leg shape.
D- A digitigrade leg shape.
B- A backwards-bent leg shape, usually notably longer than the normal legs.
H- A heavy leg shape, so thick it can barely move on its own and often assisted by hovering mechanisms.
AESTHETIC
PNT- the leg ends in a point.
HVE- the leg ends in a stump or hoof-like shape.
SHD- The leg is shod, or conforms to a kind of shoe-like shape.
PLT- The leg ends in a minimalist auto-stabilizing platform.
TLN- The leg ends in elongated mechanical talons.
STL- The leg is equipped with stabilizers and is meant for ranged users.
FLX- The leg is equipped with enhanced flexibility systems and is meant for melee users.
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.