War Gear

All Templars are able to carry a primary weapon, a secondary weapon or shield, and a suit of armor. In addition to these, all templars are able to carry two additional accessories. These accessories are called War Gear.

War Gear is often used when a Templar has an increased ability to carry gear, but yet lacks either the necessary gear or requisition to handle better weapons or armor. In this case, War Gear can be employed to use up the excess gear points, amplifying the Templar's original capabilities. War Gear can also be used to complement the remainder of a Templar's loadout. A sniper may find attachments which will improve ranged accuracy and critical hit percentage; a defensive fighter may find improvements to Auto-Block or Defense. Thus War Gear can be used to mitigate weaknesses and accentuate strengths. Even so, War Gear is a tradeoff: when adequate gear points exist, a Templar may be faced with the choice of either a top-of-the-line suit of armor or two high-end accessories and an average suit. Whether this is a good tradeoff depends entirely on the fighting style of the Templar and their commanding officer. Many combinations are possible.

Bonuses from War Gear are applied to all actions, Talents, and attacks that your Templar attempts. For example, if a piece of War Gear grants +12 Plasma Damage, then that Plasma Damage is applied to any attack your Templar makes (melee or ranges). This is different from gaining +12 Plasma Damage from a weapon, which only applies the bonus damage when attacks are made with that weapon specifically.

Tact-Systems
Tactical systems are sensor suites designed to enable a Templar officer to orient, observe, decide, and act on information in as short a time frame as possible. It is different from a sensorkit modification in that the emphasis is on command and control rather than pure observation. Captains and Paladins use Tactical Systems, which primarily increase a Templar's offensive capabilities. Despite this, some very strong Aegis variants exist which can improve defense as well.


 * Usable by: Captain, Paladin

Pilot Suits
The operator of a Leviathan mech is called a 'pilot', and pilot kits are designed for the sake of the human inside the machine rather than the machine itself. Because the pilot is the brain of the Leviathan, Pilot Kit improvements to that brain result in all kind of effects, ranging from increased mobility to better accuracy to better defense. Because of limited availability, Pilot Kit improvements are restricted to Captains and Scouts, who have the greatest need for them.


 * Usable by: Scout, Captain

Weapon-Mods
Serious gun enthusiasts make their own ammunition, and the Templars are no exception. Soldiers and Neptunes constantly fiddle with their weapons for greater lethality, greater penetration, and more kills. These devices without exception improve offensive capabilities, most commonly the damage and penetration of a weapon.


 * Usable by: Soldier, Neptune

Targeting Systems
Targeting systems are primarily optical systems which improve the capability of a Soldier or Berserker to land precise hits on enemies. Despite this, there are a number of other improvements, such as backbone improvements for the Leviathan structure or deflector fields, which also fall in this category.


 * Usable by: Berserker, Soldier

Leviathan Reactors
If the Pilot is the 'brain' of the Leviathan mech, the Leviathan reactor is the machine's beating heart. Few Templars are entirely satisfied with the stock model and are forever tinkering with it, creating after-market improvements. Leviathan reactor improvements are found on Engineering specialists (of course!) and on Hydras, who look for ways to improve the linkage between the reactor and their flame weapon. Leviathan reactors typically improve a Templar's speed (that is, their MP), their power (their Max HP) or their resistance to fire. Other variants do exist, however.


 * Usable by: Engineer, Hydra

Sensorkit-Mods
All Templars carry sensorkits to gather information on the surrounding environment. Scouts and Engineers are known to tinker with their sensorkits for greater performance; Scouts, because that extra information may mean the difference between life and death, and engineers, just because it's tinkering. Strangely, no sensorkit modification improves the range of scans. Nonetheless, they do improve perception-related skills such as ranged accuracy, critical hit rate, and auto-block.


 * Usable by: Engineer, Scout

Armor Coatings
Armor coating is most often heard with the phrase "Pimp My Paladin". But in addition to gold finish, chrome attachments, and fins, Armor Coating has the more pragmatic purpose of improving the armor protection of any heavy trooper; Hydras, Neptunes and Paladins can all benefit from the additional protection and defense provided by armor coating. Neptune improvements especially have an MP cost associated with it, some of them quite high. Hydra improvements, to no one's great surprise, often provide fire resistance and increased max heat. There is a certain irony to this, given that sustained Neptune fire can generate a great deal more internal heat than Hydras do.


 * Usable by: Hydra, Neptune, Paladin

Expert-Procs
Expert procedures is the exclusive domain of the Berserker. The Berserker's raison d'etre is raw power and raw speed at the critical point. Because of this, any way to improve a Berserker's reflexes improves their fighting skill. Expert-Procs assist this by providing an artificial set of reflexes to the Leviathan. Thus, the Leviathan will respond more quickly and more predictably to the movements of the pilot inside. Procs primarily improve melee offense and defense; which is just as well, since Berserkers do not use ranged weapons.


 * Usable by: Berserker