Warrior Suits are a form of technology that are used for battle.
Core is the amount of excess energy that a suit has for additional upgrades. A suit's core can reach 0 and still perform at optimum levels.
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Types of Warrior Suit
Body Suit
Solo Usage
Cost: 5,000 Credits
Core: 50
This suit gives a single person a powerful boost that allows their body to be protected while enhancing their battle power substantially. Any augmentations or abilities added onto the suit cannot be used by the owner outside of said suit without specific abilities. A body suit is typically classified by measuring at below twenty feet in height.
Grants One Extra Superhuman Strength Level
Grants One Extra Superhuman Endurance Level
Grants Two Extra Superhuman Speed Levels
Mech
Can hold up to four people.
Cost: 7,500 Credits
Core: 150
Grants Three Extra Superhuman Strength Level
Grants Three Extra Superhuman Endurance Level
A larger suit that allows for increased power and endurance, but gains no visible boost to speed. Best value if you're looking for amazing power with no visible downsides. A Mech is typically classified by being between twenty and one hundred feet in height.
Zord
Can hold up to ten people.
Cost: 10,000 Credits
Core: 250
Grants Five Extra Superhuman Strength Level
Grants Five Extra Superhuman Endurance Level
Considerably Slower (-1 Superhuman Speed)
The powerhouses of the Warrior Suits, although it makes you slightly slower, the immense strength and endurance along with high core allow you to push the boundaries of complete annihilation. Zords are classified as gigantic, anything above one hundred feet in height is a Zord.
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Weapons
A weapon can be purchased as many times as you like, as long as your suit's core can support it.
Assault Cannon
Core -5
Cost: 1,000 Credits
The backbone of most weapons, it fires 50mm rounds are insane speeds. It's core cost is very minimal as it doesn't utilize energy projectiles.
Super Assault Cannon
Core -10
Cost: 1,500 Credits
The assault cannon on steroids, firing gigantic ballistic rounds enough to destroy any target. Since it's rounds are larger, it fires slower, but it's core cost is minimal as it doesn't utilize energy projectiles.
Blaster
Core -10
Cost: 2,000 Credits
High tech warfare, the blaster turret is the equivalent of a laser-shooting machine gun. It shoots powerful beams of energy but has a rather significant draining effect. It is able to bypass defenses that the assault cannot.
Shortrange Missiles
Core -15
Cost: 2,500 Credits
Shortrange missiles track exceedingly well and pack a rather decent punch. They're perfect for pinning down those quicker suits as they're quite fast.
Super Blaster
Core -25
Cost: 3,000 Credits
The pinnacle of warfare technology, it fires rather slowly but outright decimates any target. The drain on the users energy supply is considerable to say the least but it's worth it.
Longrange Missiles
Core -20
Cost: 3,500 Credits
Stronger than Shortrange Missiles but do not track as accurately. Their advantage is having a ridiculous range, they're made for giving your enemy a surprise before getting into real battle range.
EMP Blaster
Core -30
Cost: 4,000 Credits
Instead of firing a projectile, the EMP Blaster fires electromagnetic pulses that scramble or completely destroy an opponent's electrical systems.
Jericho Launch Command
Core -30
Cost: 4,500 Credits [Mech/Zord Only]
The launch command signal fires a large warhead at the assigned target. This warhead homes in on it's target and explodes violently once a safe distance from the mech. An immense drain on the core of the user.
"The Railgun"
Core - 50
Cost: 5,000 Credits [Mech/Zord Only]
When you see one of these, the only reasonable thing to do is run like hell. The railgun is the absolute summit of any technology, as it uses two massive, magnetized rails in order to shoot incredibly dense warheads. It's destructive potential is unmatched. However its drain is massive, and so is the recharge time.
EMP Spikes
Core -15
Cost: 6,000 Credits
Fires off a group of ballistic spikes with EMP Charges in all directions. After making contact and doing physical damage, the charges detonate and completely short circuit any technology in a small radius, excluding the suit that fired them. An extremely dangerous weapon.
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Armor Upgrades
Only one Armor Upgrade may be used at a time.
Energy Weave Barrier
Core -5
Cost: 1,000 Credits
This barrier weaves core energy through the plating of a suit, making it immune to the effects of skills such as Magnetic Control.
Protective Plating
Grants One Extra Superhuman Endurance Level
Cost: 2,500 Credits
These protective plates, when hit, absorb the impact of a projectile. As a result the suit itself feels very little physical impact and takes no damage to its original armor. This provides exceptional protection against ballistic weapons, but is not nearly as effective against blaster-type weapons.
Deflective Plating
Grants One Extra Superhuman Endurance Level
Core -10
Cost: 2,500 Credits
Upon being hit by a blaster-type weapon, the deflective shield disperses the energy of the attack and protects the suit from any damage. This system of defense, however, has very little effect against ballistic projectiles.
Heavy Plating
Grants Three Extra Superhuman Endurance Levels
Considerably Slower (-1 Superhuman Speed)
Cost: 3,000
What stops bullets better than metal? More metal! This thickened, reinforced plating is perfect for defending your suit against all but the most powerful ballistic projectiles. The sheer weight of the plating, however, is too much of a strain for small and medium sized suits.
Reactive Plating
Grants Two Extra Superhuman Endurance Levels
Core -10
Cost: 5,000 Credits
Upon being struck by an attack, the core of a suit will transfer energy to the point of impact, plus the surrounding area. This energy strengthens the suit defense against subsequent attacks quite effectively. This method of defense is an ideal all-around defense.
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Speed Upgrades
Only one speed upgrade may be used at a time.
CPU Optimization
Grants One Extra Superhuman Speed Level
Core -15
Cost: 1,500 Credits
Forcefully supercharges the CPU to increase the suits reaction time, giving a slight boost to speed.
Emergency Escape Drive
Grants Ten Superhuman Speed Levels (For about 5 seconds)
Cost: 2,000 Credits [Body Suits Only]
When the going gets tough, it's time to run like hell, the emergency escape drive diverts all power to the engines and CPU for a couple of seconds, providing a ridiculous boost to speed. However, it's only operational in Body Suits as a larger version has not yet been created.
Super Engine Drive Mk.I
Grants Two Extra Superhuman Speed Levels
Core -25
Cost: 3,000 Credits
Completely replacing the old engines with ones of the same size but made of much more high standard materials, allowing for incredible speed. An improved CPU Optimization is built-in to these engines.
Super Engine Drive Mk.II
Grants Four Extra Superhuman Speed Levels
Core -35
Cost: 6,000 Credits
Identical to the Mk.I, but simply far more efficient as it is made of even better materials and has a better CPU Optimization system. With an improved CPU Optimization system comes more energy drain however.
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Miscellaneous Upgrades
Flight Stabilizers
Core -5 (Body Suit), -15 (Mech), -25 (Zord)
Cost: 1,000 Credits
An upgrade which allows the Body Suit, Mech, or Zord to take to the air!
Cloaking Device
Core -25
Cost: 7,500 Credits [Body Suits Only]
A must have for Body Suits that wish to go undetected. Makes it so light has trouble reflecting off the suits surface, granting pseudo-invisibility. While not perfected, it's excellent if you want a bit more surprise.
Core Upgrade
Core +50
Cost: 20,000 Credits
Considerably Slower (-1 Superhuman Speed)
In an effort to match the more higher-up companies, an unknown individual created an upgrade to any Warrior Suits core that drasticaly increases their power. However effective, it's extremely expensive, and it's size makes the suit slightly slower.
NOTE: You may only have one Core Upgrade per Warrior Suit!
Core is the amount of excess energy that a suit has for additional upgrades. A suit's core can reach 0 and still perform at optimum levels.
-------------------------------------------------
Types of Warrior Suit
Body Suit
Solo Usage
Cost: 5,000 Credits
Core: 50
This suit gives a single person a powerful boost that allows their body to be protected while enhancing their battle power substantially. Any augmentations or abilities added onto the suit cannot be used by the owner outside of said suit without specific abilities. A body suit is typically classified by measuring at below twenty feet in height.
Grants One Extra Superhuman Strength Level
Grants One Extra Superhuman Endurance Level
Grants Two Extra Superhuman Speed Levels
Mech
Can hold up to four people.
Cost: 7,500 Credits
Core: 150
Grants Three Extra Superhuman Strength Level
Grants Three Extra Superhuman Endurance Level
A larger suit that allows for increased power and endurance, but gains no visible boost to speed. Best value if you're looking for amazing power with no visible downsides. A Mech is typically classified by being between twenty and one hundred feet in height.
Zord
Can hold up to ten people.
Cost: 10,000 Credits
Core: 250
Grants Five Extra Superhuman Strength Level
Grants Five Extra Superhuman Endurance Level
Considerably Slower (-1 Superhuman Speed)
The powerhouses of the Warrior Suits, although it makes you slightly slower, the immense strength and endurance along with high core allow you to push the boundaries of complete annihilation. Zords are classified as gigantic, anything above one hundred feet in height is a Zord.
-------------------------------------------------
Weapons
A weapon can be purchased as many times as you like, as long as your suit's core can support it.
Assault Cannon
Core -5
Cost: 1,000 Credits
The backbone of most weapons, it fires 50mm rounds are insane speeds. It's core cost is very minimal as it doesn't utilize energy projectiles.
Super Assault Cannon
Core -10
Cost: 1,500 Credits
The assault cannon on steroids, firing gigantic ballistic rounds enough to destroy any target. Since it's rounds are larger, it fires slower, but it's core cost is minimal as it doesn't utilize energy projectiles.
Blaster
Core -10
Cost: 2,000 Credits
High tech warfare, the blaster turret is the equivalent of a laser-shooting machine gun. It shoots powerful beams of energy but has a rather significant draining effect. It is able to bypass defenses that the assault cannot.
Shortrange Missiles
Core -15
Cost: 2,500 Credits
Shortrange missiles track exceedingly well and pack a rather decent punch. They're perfect for pinning down those quicker suits as they're quite fast.
Super Blaster
Core -25
Cost: 3,000 Credits
The pinnacle of warfare technology, it fires rather slowly but outright decimates any target. The drain on the users energy supply is considerable to say the least but it's worth it.
Longrange Missiles
Core -20
Cost: 3,500 Credits
Stronger than Shortrange Missiles but do not track as accurately. Their advantage is having a ridiculous range, they're made for giving your enemy a surprise before getting into real battle range.
EMP Blaster
Core -30
Cost: 4,000 Credits
Instead of firing a projectile, the EMP Blaster fires electromagnetic pulses that scramble or completely destroy an opponent's electrical systems.
Jericho Launch Command
Core -30
Cost: 4,500 Credits [Mech/Zord Only]
The launch command signal fires a large warhead at the assigned target. This warhead homes in on it's target and explodes violently once a safe distance from the mech. An immense drain on the core of the user.
"The Railgun"
Core - 50
Cost: 5,000 Credits [Mech/Zord Only]
When you see one of these, the only reasonable thing to do is run like hell. The railgun is the absolute summit of any technology, as it uses two massive, magnetized rails in order to shoot incredibly dense warheads. It's destructive potential is unmatched. However its drain is massive, and so is the recharge time.
EMP Spikes
Core -15
Cost: 6,000 Credits
Fires off a group of ballistic spikes with EMP Charges in all directions. After making contact and doing physical damage, the charges detonate and completely short circuit any technology in a small radius, excluding the suit that fired them. An extremely dangerous weapon.
-------------------------------------------------
Armor Upgrades
Only one Armor Upgrade may be used at a time.
Energy Weave Barrier
Core -5
Cost: 1,000 Credits
This barrier weaves core energy through the plating of a suit, making it immune to the effects of skills such as Magnetic Control.
Protective Plating
Grants One Extra Superhuman Endurance Level
Cost: 2,500 Credits
These protective plates, when hit, absorb the impact of a projectile. As a result the suit itself feels very little physical impact and takes no damage to its original armor. This provides exceptional protection against ballistic weapons, but is not nearly as effective against blaster-type weapons.
Deflective Plating
Grants One Extra Superhuman Endurance Level
Core -10
Cost: 2,500 Credits
Upon being hit by a blaster-type weapon, the deflective shield disperses the energy of the attack and protects the suit from any damage. This system of defense, however, has very little effect against ballistic projectiles.
Heavy Plating
Grants Three Extra Superhuman Endurance Levels
Considerably Slower (-1 Superhuman Speed)
Cost: 3,000
What stops bullets better than metal? More metal! This thickened, reinforced plating is perfect for defending your suit against all but the most powerful ballistic projectiles. The sheer weight of the plating, however, is too much of a strain for small and medium sized suits.
Reactive Plating
Grants Two Extra Superhuman Endurance Levels
Core -10
Cost: 5,000 Credits
Upon being struck by an attack, the core of a suit will transfer energy to the point of impact, plus the surrounding area. This energy strengthens the suit defense against subsequent attacks quite effectively. This method of defense is an ideal all-around defense.
-------------------------------------------------
Speed Upgrades
Only one speed upgrade may be used at a time.
CPU Optimization
Grants One Extra Superhuman Speed Level
Core -15
Cost: 1,500 Credits
Forcefully supercharges the CPU to increase the suits reaction time, giving a slight boost to speed.
Emergency Escape Drive
Grants Ten Superhuman Speed Levels (For about 5 seconds)
Cost: 2,000 Credits [Body Suits Only]
When the going gets tough, it's time to run like hell, the emergency escape drive diverts all power to the engines and CPU for a couple of seconds, providing a ridiculous boost to speed. However, it's only operational in Body Suits as a larger version has not yet been created.
Super Engine Drive Mk.I
Grants Two Extra Superhuman Speed Levels
Core -25
Cost: 3,000 Credits
Completely replacing the old engines with ones of the same size but made of much more high standard materials, allowing for incredible speed. An improved CPU Optimization is built-in to these engines.
Super Engine Drive Mk.II
Grants Four Extra Superhuman Speed Levels
Core -35
Cost: 6,000 Credits
Identical to the Mk.I, but simply far more efficient as it is made of even better materials and has a better CPU Optimization system. With an improved CPU Optimization system comes more energy drain however.
-------------------------------------------------
Miscellaneous Upgrades
Flight Stabilizers
Core -5 (Body Suit), -15 (Mech), -25 (Zord)
Cost: 1,000 Credits
An upgrade which allows the Body Suit, Mech, or Zord to take to the air!
Cloaking Device
Core -25
Cost: 7,500 Credits [Body Suits Only]
A must have for Body Suits that wish to go undetected. Makes it so light has trouble reflecting off the suits surface, granting pseudo-invisibility. While not perfected, it's excellent if you want a bit more surprise.
Core Upgrade
Core +50
Cost: 20,000 Credits
Considerably Slower (-1 Superhuman Speed)
In an effort to match the more higher-up companies, an unknown individual created an upgrade to any Warrior Suits core that drasticaly increases their power. However effective, it's extremely expensive, and it's size makes the suit slightly slower.
NOTE: You may only have one Core Upgrade per Warrior Suit!