Soldier (200) - Soldiers are the mainstay conscript fighter of the galaxy. Almost any House that has a standing military, or heavy police force uses the soldier to make up the majority of their forces. They travel light, and are lightly armored, making them quick. They are infact the fastest shieldable armor available.
Trooper (300) - Troopers are the main heavy shock fighter of the galaxy. They are commonly found in the more warlike Houses of the galaxy, and some even favor them as the main warrior in their forces. The trooper is heavily armored, and has large carrying capacity for weapons. They are also the workhorse and engineers of the army. Fremen (500) - The Fremen are the natives to Arrakis. The violent culture along with the harsh environment they live in, make them some of the toughest fighters in the universe. In fact, some say they are even better fighters then Sardaukar. They are tough, fast, and resistant to poison. Living on Arrakis has cause them to naturally walk without attacting worms. It is also because of the worms that they do not use shields. Because of their alliance, the Fremen only aid House Atreides. Only 50% of players on the House Atreides team may be in Fremen armor at one time.
Fedaykin (700) - The Fedaykin are Fremen death commandos. They are the leaders of Fremen, and their most deadly fighters. The Fedaykin are the fastest armor available. Just like the Fremen armor, the Fedaykin armor is only available to House Atreides. Only 25% of players on the House Atreides team may be in Fedaykin armor at one time.
Sardaukar (500) - Sardaukar are the most feared fighters of the universe, and are capable of eliminating 10 standard conscripted soldiers before death. They are born, grow, live, train, and most of the time die on the prison planet Salusus Secondus, an enviornment so harsh, and training so brutal that it kills 6 our of 13 trainees before the age of 11. They are the soldiers of the Imperial Military, and are fanatically devoted to their emperor. They are very heavily armored, yet fairly quick. They have the larges carrying capacity for weapons, but unlike troopers, are by no means workhorses: they are fighters to the core. Because they are the main fighters of House Corrino, that team may have 100% of their team in Sardaukar armor at one time. Because of House Corrino's alliance with House Harkonnen, House Harkonnen were gifted several divisions of Sardaukar, and thus 25% of that team's players may be Sardaukar at any one time.
Bashar (700) - The Bashar is a Sardaukar officer. They are usually the smartest, and best fighting of the Sardaukar. They are faster, less armored and have less capacity for weapons then a Sardaukar. They handle most deployable of the House Corrino team, prefering to handle placement personally. House Corrino team can have 50% of it's players in Bashar armor at one time. Burseg (700) - Burseg are the Sardaukar Generals. They hold the highest and most prestiegest positions in the Corrino military. They are it's pilots, and finest soldiers. They are fairly well armored, and slightly faster then the Bashar. They have limited capacity for weapons, but the selection of weapons they are able to use is wide. House Corrino team can have 25% of it's players in Burseg armor at one time.
FaceDancer (700) - The Face Dancer is a creation of the Tlielaxu Masters. These creatures are able to, upon death of their victim, assume their form perfectly. They are the assasin's and spy's of the galaxy, and only the Bene Tleilaxu have access to them. In game, upon collision with a victim's corpse, the Face Dancer will assume the skin, armor and abilities of their victim. When in that form, they can hear the enemies communication channels, go through their pentashields, and use their stationary equipment. When switched, a Face Dancer may not use any inventory stations of either side. The Face Dancer may revert back to it's original form at will by going through the tab menu. The Bene Tleilaxu team can have 25% of it's players in FaceDancer armor at one time.
Melee Weapons
Knife (20) - The Knife is the most widly standard issue weapon in the universe. With the advent of personal shields, it is also one of the most deadly. The main weapon of most soldiers, it causes good damage, and can be used very fast in experianced hands.
Knife (20) - Two knives are available for purchase by every player in any armor. This knife is exactly the same as the above knife in damage, speed and everything else. You are given the option to buy two knives, and usualy spawn with two knives if not two different melee weapons, because they are easy to lose through both disarmament and a miss-throw.
Slip-Tip (50) - The Slip-Tip is a weapon a size smaller then the knife, but coated with a deadly poison. One good stab from this weapon will send most to their graves in a matter of seconds.
Kindjal (70) - The Kindjal is a double-bladed short sword, or long knife, with a slightly curved blade about 20 centimeter long. It boasts high damage, but is much slower then the smaller knives. It is often favored by troopers.
Crysknife (150) - The Crysknife is an extreamly deadly weapon that can be used only by the Fremen, and those that they would honor. The blade itself is a razar sharp tooth taken from the maw of a Little Maker. Its quick action and deadly damage in the hands of an experianced Fremen make it one of the most deadly hand to hand weapons obtainable.
Saber (100) - The Saber is weapon mastered by few. In particular those of a royal guard. It is not particularly quick, even in skilled hands, but deals out large amounts of damage with each hit, and provides an extended range.
Projectile Weapons
Pistol (800) - The Pistol is a standard short nozeled projectile weapon. It has a semi-high rate of fire, and can do good damange to anyone unfortunate enough not to be shielded. However, the high velocity of the bullets prevent them from penetrating any shield, rendering the pistol useless in most cases. It is most often carryed by high positioned officers and officials, as they are usualy the only ones that can afford them. They are usually used as decoration dating back to times where they were more abundant and deadly in the military.
Maula Pistol (800) - The Maula Pistol is a small projectile weapon that fires a dart filled with poison. It has a slow rate of fire, and cannot penetrate shields, but the poison recieved by anyone not wearing one and hit, can kill them in mere seconds. It is an obvious favorite among assassins.
Stunner (2000) - The Stunner is a slow-pellet projectile weapon throwing a poison-tipped dart, which is suspended in the air by a suspensor field. It can penetrate shields with ease, but are difficult to use against moving targets. However, if successful, the poison is usually enough to kill in mere seconds.
Semiautomatic Rifle (1200) - The Rifle is a semi-automatic projectile weapon, usually issued to a squad assult commander. Its high expense makes it unable to be issued to every soldier, and so usualy the assult command accompanies large groups as fire support, watching for any unshielded enemy. It has a high rate of fire, and can do sickining damage to anyone unfortunate enough not to be shielded. However, the high velocity of the bullets prevent them from penetrating any shield, rendering the rifle useless in most cases.
Sniper Rifle (2000) - The Sniper Rifle is an archaic projectile weapon. It has a slow rate of fire, but is extreamly accurate. As the high velocity of the bullets prevent them from penetrating any shield, it was phased out completely, unlike assult rifles which still were usefull against large collections of unshielded troops. The fremen found that on an unshield world, sniper rifles although extreamly rare and expensive, work well. Most Atreides squads will have one or two Fremen personal dedicated to sniper support, much like (and in many cases, in exchange of) an assult commander.
Heavy Machine Gun (3000) - The Heavy Machine Gun is a fully automatic vulcan projectile weapon, and is the choice projectile weapon of the Sardaukar assult commanders. Its large bullets and a RoF twice that of the Assult Rifle makes it one of the deadlies Projectiles around. However, the high velocity of the bullets prevent them from penetrating any shield, rendering the Machine Gun useless in most cases. Its rarity, as well as cost to make, make it one of the most expensive pieces of portable weaponry around.
Rocket Launcher (SSM SAM) (1500) - The Rocket Launcher is a shoulder mounted rocket launcher. It fires a missile capable of being utilized as a Surface-To-Surface missile, or Surface-To-Air missile. It is best when used against ground cars, or unshielded Ornithopters. If fired at a flying object, it has the capability of locking on. As with most projectiles the missile cannot penetrate shields. Additionally, the subsequent blast is not enough to overload them. Because of their cost, they are usually limited to artillary commanders, who are most often heavy Troopers.
Flamethrower (1500) - The flamethrower is an extreamly inhumane weapon. Used mostly for clearing out large sections of infantry, it is most effective when employed against those without shields. But if used against a shielded unit, it's high temperatures are more then enough to damage said unit, but only at a fraction of what it could do against an unshielded soldier. Because of the necessity for a fuel pack to provide fule for the flamethrower, the user is not able to use a shield, and thus is extreamly vulnerable to projectile fire. This fact, combined with the high cost make it at best a squad support weapon, or a defensive weapon (sheltered indoors). However, it is still extreamly dangerous to both enemy and friendly fire. Use with caution!
Piller of Fire (2000) - The Piller-of-Fire is an intense plasma weapon. It works in the same manner as a flamethrower, only at a higher temperature which renders it more dangerous, and lighter then its counterpart. Its primariy use is against shielded Ornithopters, which have no defense against them but their agility, the shield being able to stop only a small fraction of the heat. Its secondary use is as a highly visible squad distress signal, alerting and nearby friendly squads of their location.
Lasgun Weapons
Cutteray (400) - The Cutteray is a small hand held Lasgun. It is one of the smallest of the species, and has a short range of effect. Its primariy function is ment to dispose of building material, or clear out rocks ect, and in this it is an extreamly cheap, and effective device. It is NOT ment to be a weapon!***WARNING If a Lasgun is used against a shield of any kind, the resulting fusion contact can cause an atomic reaction at the point of contact, and at the point of origin. USE SPARINGLY AND WITH CAUTION.
Small Lasgun (750) - The Small Lasgun is a hand held pistol form of a Lasgun. It deals good damage, and has a decent range.***WARNING If a Lasgun is used against a shield of any kind, the resulting fusion contact can cause an atomic reaction at the point of contact, and at the point of origin. USE SPARINGLY AND WITH CAUTION.
Rifle Lasgun (1000) - The Rifle Lasgun is a medium power Lasgun. It deals a good amount of damage in a concentrated blast ment for long range and can be very deadly if used with experience.***WARNING If a Lasgun is used against a shield of any kind, the resulting fusion contact can cause an atmoic reaction at the point of contact, and at the point of origin. USE SPARINGLY AND WITH CAUTION.
Heavy Lasgun (1300) - The Heavy Lasgun is a large power Lasgun. It is capable of clearing whole platoons of soldiers and destorying large sections of bases. It deals an extream amount of damage, and has a good range.***WARNING If a Lasgun is used against a shield of any kind, the resulting fusion contact can cause an atomic reaction at the point of contact, and at the point of origin. USE SPARINGLY AND WITH CAUTION.
Backpacks
Repair (125) - The Repair Toolkit is an all-purpose device that can repair damage to items such as stations, vehicles, bodysuits, and turrets.
Shield (100) - This pack contains a portable Holtzman Generator that molds a protective field around its wearer. This field derives from Phase One of the suspensor-nullification effect and will permit entry only to objects moving at slow speeds. Although it cannot stop it, it will also reduce the effects of any sudden changes in heat. Because of the slow diffusion rate of the shield, the wearer can only have it activated for a certain amount of time before they begin to sufficate.**Warning** Do not fire any projectile weapons while inside a shield. Such actions will result in a sudden spike in heat energy inside the shield, and kill the user.
Sensor Jammer (500) - The pack contains a minature portable radar jammer that creates large amounts of radar noise, effectivly hidding its wearer and any nearby squadmates from radar detection.
Ammo (300) - The ammo pack is a protective canvas and plasteel pack containing a wide asortment of ammo for distrbution to troops in the field.
Explosive (600) - This pack contains a timed charge that once placed and set, will detonate in 15 seconds. It's high explosive deployment will easily overload a personal shield, as well as pentashields and many times vehicle sized shields.
Suicide (700) - The suicide pack is a weapon of last resorts, worn only by loyal fanatics of certain Houses. When triggered, it creates an explosion capable of doing much damage, including overburdening smaller shields like those worn by individual soldiers.
Fuel (200) - The fuel pack is a plasteel tank containing presurized plasma that ignites on contact with oxygen. It is required for use of the flamethrower as well as the piller-of-fire. ***WARNING: If the tank is hit and punctured for any reason, the presurized plasma explosion will easily kill the user, and any near by squad mates!
Suspensor (1200) - The suspensor pack uses the suspensor-nullification effect to oppose gravity. When activated allows the wearer to rise into the air, or decend from it at his or her own control. It has limited power however, and thus the wearer can only be suspended for a certain amount of time.
Camo (300) - The Camo pack is available only to Fremen and their kind. It allows them to quickly bury themselves in the sand, and remain there until they are ready to leave. While hidden, they, for the most part, cannot be detected, but can still take damage. Area effect damages are the most effective, but a carfull eye can quickly kill a burried fremen with blade, gun, or lasgun.
Deployable Packs
Plasteel Blastwall (500) - This pack contains a deployable blast wall constructed of strong Plasteel material. It is usefull for reenforcing bases, and other defenseable positions.
Small Pentashield (2000) - This pack contains a small deployable Pentashield. The shield is a five-layer shield-generator field suitable for small areas such as doorways or passages. It contains large reinforcing and virtually impassable to anyone not wearing a dissembler tuned to the shield codes. As with personal shields, a large enough stress can over burden Pentashields.
Large Pentashield (4000) - This pack contains a large deployable Pentashield. The shield is a five-layer shield-generator field suitable for small areas such as doorways or passages. It contains large reinforcing and virtually impassable to anyone not wearing a dissembler tuned to the shield codes. As with personal shields, a large enough stress can over burden Pentashields.
Hiereg (5000) - The Hiereg pack contains a Fremen Hiereg that is normaly deployed on open sand. Once set up, the deployer gains a temporary Fremen desert camp, complete with touch Plasteel walls, which makes for an excelent defensive position.
Stationary Lasgun Turret (2000) - This pack contains a deployable gun emplacement that must be controled by an infantryman. The gun itself contains a powerful Heavy Lasgun that deals as much damage as a portable Heavy Lasgun does, at the range of a Rifle Lasgun.
Remote Lasgun Turret (1000) - This pack contains a small deployable remote turret. Smuggled and forbidden technology from Ix, it is completely automated and will fire at any enemies within range. It contains a handheld sized Lasgun for weaponry, and thus must be placed VERY carefully.***WARNING Use sparingly, and away from main bases! Dispite the best efforts of the Ix, these turrets WILL fire at shielded enemies, and can be extreamly destructive to the placer if ignorantly used.
Remote Projectile Turret (1500) - This pack contains a small deployable remote turret. Smuggled and forbidden technology from Ix, it is completely automated and will fire at any enemies within range. It contains a machine gun for weaponry and is useful for indoor placement.
Hunter Seeker Platform (1500) - This pack contains a Hunter-Seeker Platform. When deployed, the user may take control of the platform. After doing so, he or she may fire and control the hunter-seeker for assasinations. Best for use against important high ranking enemies.
Ghola (1000) - This pack contains a Ghola. The ghola will be the clone of any chosen dead warrior on the field. After birth, it can be controled through the team chat channel by it's master to preform varius tasks. ***BE AWARE that the equipment the ghola's spawn with are paid for with YOUR team's energy. Thus a single ghola NEVER costs just 1000TE, unless all you have LEFT is 1000 (at which point the ghola is nakid). Almost all ghola's come with an expensive knife/projectile/lasgun/pack setup. The better armored the ghola, the more expensive the cost. (Also be aware that many, like the Machine Gun for the Sardaukar Ghola, or Sniper Rifle for the Fremen Ghola, cannot be sold back as you cannot pick it up to sell it back!)
Thumper (500) - This pack contains a long range Thumper. When deployed in sand, it will issue a series deep rythmic poundings through the terrain, which will subsequently attract a worm. The worm will usualy end up heading directly for the thumper and eating it.
Deployable Generator (1350) - This pack contains a deployable generator that can be used to reenforce local power grids, providing power incase main generators are disabled.
Motion Sensor (300) - When deployed this small sensor will alert any enemy movement detected within its visable radius.
Pulse Sensor (500) - This is a small radar device that, when deployed, will detect any enemy activity in its radius.
Deployable Sensor Jammer (400) - This is a deployable sensor jammer that when activated will jam any enemy radar scanning by method of employing radar noise, effectivly covering the position of any surrounding units.
Camera (250) - This is a small camara that when deployed, may be viewed through by a remote user, inorder to watch for any enemy movement.
Deployable Inventory (2500) - This is a small utility station that contains an assortment of military items. Although it is designed for on-field use, it is extreamly fragile when compaired to traditional inventory stations.
Deployable Ammo (3500) - This is a small ammo station that contains an assortment of ammunition. Although it is designed for on-field use, it is extreamly fragile when compaired to traditional ammo stations.
Ornithopters
Spotter (6000) - The Spotter is a standard scouting Ornithopter. It has no weapons, and no shields, but is faster then normal Ornithopters. Used primarily to watch for wormsign during harvesting, they have been found to be very effective scouts.
Artillary 'Thopter (9000) - This Ornithopter is designed for taking out shielded and armored ground targets. Its high explosive bombs can overload shields, and clear empalcements in seconds. It employs its artillary bombs for offense, and a standard 'Thopter shield for defense. The 'Thopter's fire control will not allow the bombs to deploy unless the shield is down. As a result, when the bombs are dropping, the 'Thopter is made vulnerable.
Vulcan 'Thopter (10000) - This Ornithopter is designed for taking out unshielded squads, and lightly armored ground targets. Its vulcan cannons can tear apart whole platoons in seconds. It employs its Vulcan cannon for offense, and a standard 'Thopter shield for defense. The 'Thopter's fire control will not allow the guns to fire unless the shield is down. As a result, when the Vulcans are firing, the 'Thopter is made vulnerable.
Lasgun 'Thopter (9000) - This Ornithopter is designed for taking out armored units and UNSHIELDED ground targets. Its Heavy lasgun is capable of doing large amounts of damage. It carries a standard 'Thopter shield for defense. The 'Thopter's fire control will not allow the guns to fire unless the shield is down. As a result, while the Lasgun is fireing, the 'Thopter is made vulnerable.***WARNING If a Lasgun is used against a shield of any kind, the resulting fusion contact can cause an atmoic reaction at the point of contact, and at the point of origin. USE SPARINGLY AND WITH CAUTION.
Carryall (15000) - This Ornithopter is a large multitask airborn unit. Its primary purpose is to act as an APC and deposit troops in enemy territoy, or evactuate them. It also is capable of ferrying single ground cars to remote locations. It has has a standard 'Thopter shield for protection against AA fire, but no weapons. The size makes it slow and somewhat unmanuverable when compared to the smaller 'Thopters.
Ground Cars
Roller (7000) - The Roller is a one manned ground car. It has no shields, but is quite fast and boasts a mounted chain cannon for personal protection. It is ment as a scouting vehicle.
Tracker (10000) - The Tracker is a 3 manned assult ground car. It has no shields, and is slower then the Roller, but has a passenger mounted chain cannon for anti-personal, and a large artilary shell cannon for anti-armor.
Crawler (11000) - The Crawler is a large armored APC ground car capable of carrying 4 extra troops. It has no shields, and is somewhat sluggish, and thus relies on its heavy armor for protection.
Back