A/N: All the weapons have changed. Expanded on weapons, armor, and the differences.
Weapons, Armor, Equipment, 2185 Edition
THE SYSTEMS ALLIANCE ORDER OF BATTLE
With Addenda Regarding Citizenship Tiers and Your Government
Prepared by the Systems Alliance Commissariat
Distribution limited by the Manswell State Security Act
OFFICER EDITION : DO NOT DISTRIBUTE TO NON-COMMISSIONED OFFICERS OR ENLISTED PERSONNEL
Section E: The weapons, armor, equipment, and accessories used by the Corps.
ERRATA 7.4.1 – Update
"Guns do not kill people, recruit! Marines kill people! That gun you carry will not help you against the batarian who would blow your head off and turn your kids into slaves if you don't have the training to use it properly! You are a weapon of the Systems Alliance against that batarian slaver! You are a weapon. Your armor is nothing if you cannot fight well in it. Your rifle is nothing if you cannot aim and fire under pressure.
"A Marine will fuck up every other form of life in this galaxy – not because our guns are the best, or our armor, or our tanks or ships – but because when we have finished training you, you will be the baddest sonsofbitches to wear the Blue since Preston Kyle himself slaughtered an entire invading force of over four thousand pirates with only his good looks and the pride he has in the Systems Alliance while holding an orphanage on his back!" -unknown recruit training master chief, Quantico, Earth
The Systems Alliance military equips its brave Marines with the best gear that we can. As an officer, you will be expected to have deep familiarity with all weapons systems, armor systems, and support equipment used by the soldiers under your command. Your knowledge of this aspect of the military logistics chain could save your life.
As the war against the Geth has illuminated us to certain deficiencies in our lineup of weapons and armor, we have over time upgraded them. Leading the charge on this initiative is the Shepard Memorial Industries line of weapons, the Shepard Defense Instrument or SDI sets. Hahne-Kadar, Kassa Fabrication, Deylon Systems and a host of other human firms have also stepped up and our marines are better armed and armored than ever before.
Weapons Tiers:
The basic weapons of the Corps, all small arms are broken down into four tiers. While these tiers once intermixed various weapons, streamlining and improvements in logistics and design have pushed us towards a more centralized system of development.
Tier Alpha is general weapons used by infantry, most biotics, and general naval personnel. All Tier Alpha weapons are produced by local industries (HK, SMI, etc). Tier Alpha weapons are rated for field repair and replication on site by ships larger than frigates. They are easy to disassemble and clean, have no DRM or high-spec VI systems, and are rugged enough for melee.
Tier Gamma is specific specialist equipment for snipers, scouts, rangers, and forward operating teams such as RIU and RRU units. Tier Gamma is manufactured by the Oracal Forge of Shepard Memorial Industries, and each piece has been put through grueling live fire QA and durability examinations in hazardous conditions to ensure this weapon will not fail in the wild. Gamma Tier weapons, such as anti-material rifles, designated marksman rifles, and the like are all hand-crafted to specifications submitted upon approval of a member into the appropriate rate. All Tier Gamma weapons are biocode locked to the user (for sniper teams, the biocoding can be set for both team members so they can swap weapons). The amount of preparation and care in making sure the weapon fails is a necessity, as these weapons have multiple DRM-blocked modules and require specialist attention to re-calibrate, repair or refurbish, and are not to be disassembled or field repaired.
Tier Delta is used by heavy infantry, close quarters infantry, vanguards and DACT. Most Tier Delta Weapons are designed to inflict mass damage – and almost all of them are too heavy and bulky for normal soldiers to wield. Augmented heavies, power armored soldiers and biotic vanguards are the only ones who can even carry and fire these guns. As with Tier Gamma weapons, many of these heavy weapons have DRM components, and are produced by either Shepard Memorial Industries, Kassa Fabrication, or Devlon Industries.
Finally, Tier Omega are highly restricted weapons systems that require licences, training and authorization to utilize. Typically speaking, these weapons are restricted to the Commissariat, N7 level soldiers, Guard of Iron, the detachment assigned to human Spectres, or on rare occasions, AIS agents.
Weapons Classes and Approval:
The Systems Alliance categorizes all issued weapons into six broad categories: rifles, pistols, shotguns, heavy weapons, specialist weapons, and melee.
Sub-machine pistols and sub-machine guns are classed as pistols. Exotic close combat weapons such as eezo whips, impact hammers and the like are classed as melee.
The listing in this document is the approved list of weapons that will be issued to ships companies, marine detachments, stations, regiments and militia units without cost. Any weapons not on this list can be purchased by ships quartermasters or unit master-at-arms, but will require expending funds from the unit's or ships' budget.
Weapons Authorization Policy:
Under no circumstances are any of the weapons to be purchased if they fall into the following categories: hanar or drell weapons, weapons manufactured, maintained, upgraded or otherwise handled by the hanar weapons teams on the citadel; salarian weapons of any kind or weapons manufactured, maintained, upgraded or otherwise handled by salarans; any form of class IX or higher toxic, class III radioactive, or degenerate matter weapons; anything on the Citadel Level II Restricted Arms list (with the exception of the ODIN).
Failure to abide by this is a class VII Z2 felony violation and will result in immediate termination by Commissariat forces.
When a marine, sailor, Commissar, AIS Agent, biotic or other unit is first assigned, they are given a weapons authorization code that links to the weapons load out they are authorized for. With the exception of Commissars (who only use the Zeus Pistol and Perdition Flame Unit), marines are allowed and encouraged to customize their weapons – all station and ship armories include minifacturing modules to produce grips, sights, attachments, rails, lubricants, and other mods.
Please note that Tier Omega weapons cannot attach most customization aside from scopes.
Commanding officers will have an armory equipped with a pre-set load of weapons based on the weapons authorization codes of their crew. Generally speaking, the ship's fund can be expended to acquire additional weapons, and officers have the authority to substitute captured or local weapons in their armory.
However, remember that cost savings must be maintained and that at least 75% of the armory must be of sources originating in the Corporate Court (SMI, HK, Kassa, Devlon, or Rosenkov).
Failure to adhere to these regulations could result in courts martial.
WEAPONS LISTING:
Weapons will be prefixed by a letter – (A) Alpha, (G) Gamma, (D) Delta, or (O) Omega. Weapons that require specific additional authorization will have a + sign, for example the SABRE will be prefixed by an (O+).
Rifles:
(A) HK Avenger MK III: The Avenger's third incarnation, it remains a versatile, military-grade assault rifle. Originally manufactured by a joint effort of the volus Elkoss Combine and Hanhe-Kadar, the MK III has also incorporated technology purchased from Armax Arsenal to increase rate of fire.
The MK III is extremely accurate when fired in short bursts, and deadly when fired on full auto. The modular design and inexpensive components make it our primary go-to weapons system. The rifle has a reputation for being tough, reliable, easy to use, and easy to upgrade.
(A+) Devlon CROSSFIRE Battle Rifle: The Crossfire, manufactured by Devlon Systems, is a high-powered rifle incorporating anti-shield penetration technology and an advanced built-in sighting and ranging system. While it excels at ranges rivaling some marksman rifles, it is also a masterful close-range weapon – its sharp bursts of fire ensure ammunition conservation during lengthy conflicts. While the Avenger is the stock weapon for most marines, our biotic forces use the Crossfire to supplement their biotic attacks.
(D) HK Nightmare Heavy Assault Rifle: Fighting the geth has proven that even our Crossfire rifles simply don't have the power and punchthrough to deal with superheavy walker units. Hahne-Kadar's answer to the problem is the Nightmare – a double-barreled rebuild of the Elanus Risk Control Vindicator. Like the base Vindicator, this has a rapid three round burst. The difference is that the custom ammo blocks are multi-stage – the first bullet is phasic, the second is armor piercing, and the third is high explosive. This guarantees a devastating hit. Combined with low-light scopes and extensible rails, the Nightmare is the chief sidearm of the DACT Corps, the RRU, and most N-series soldiers.
(G) SDI Valkyrie Designated Marksman Rifle: The Valkyrie is built off the chassis of the Incisor, but the SDI Systems rebuilt emphasizes toughness and versatility over range. It adds to the Incisor's rapid-fire shield stripping hits by incorporating a phasic charging ring in the barrel, ensuring each shot is capable of piercing most shields. The rifle has a shorter range than the SDI Impactor, but a much higher sustained fire rate.
(O+) SABRE Deus Assault Battle Rifle: Made famous by Major Preston Kyle, the Sabre is a heavy-duty, double-barreled semi-automatic rifle favored by only the most elite marksman. Jokingly referred to as "The Big Iron" for its sheer stopping power. Each Saber is designed specifically for its owner, making it one of the Alliance's more expensive weapons – the design is so powerful and successful that it has only required one update in the more than thirty years since it was designed.
(G) Shepard Defense Instrument Impactor Rifle: A replacement to the Rosenkov Materials Harpoon, which proved insufficient against geth, this heavy sniper rifle offers a host of improved features. Boasting an integral spotter drone, low-light/starlight scope, fluidic shock isolation, and a built-in mass effect 'float' stand, this sniper rifle is unique in that it incorporates the SMI 'transform' functionality – a switch and a button press will shorten the barrel and tuck the stock down and under, turning it into a carbine-style weapon for closer-range firefights.
(G+) THUNDERBOLT Mod IV Anti-Material Sniper Rifle: Rosenkov has upgraded the venerable TB to a new era, building on the original modification of the WIDOW. The weight has been cut to nine kilos while incorporating a micro-mass effect generator to stabilize the weapon against weight and recoil. The barrel bore has been widened to over 7mm, using a dynamic-control shaped kinetic dart that can be optimized on the fly using the VI in the weapon – armor piercing, saboting, long range, and explosive variants are available. The THUNDERBOLT is primarily used by sniper teams in assault missions against armored vehicles, geth or krogan. The new power rails ensure not even system patrol boats can repel this weapon! Much like the Widow, the Thunderbolt was never designed to be carried and fired by a regular human, but the mass effect dampener and an optional carry harness make using the weapon at least possible if not exactly easy to wield even for unaugmented humans.
Pistols:
(A) SDI Shredder Pistol: The replacement to older weapons, the Shredder is a micro-frame shotgun pistol, firing a blast of armor-piercing buckshot frags at high velocity. Based on a design of Sara Shepard that was partially recovered from a minifactury unit, the Shredder can 'shift' from the pure shotgun mode to a slug-shot configuration for longer range attack. The Shredder is the standard-issue pistol for most of our forces, as it provides heavy close-range punch for CQB combat.
(A) SDI Inline Pistol: Another product of the Oracal Forge, this weapon is always paired with an drone-link and onboard VI unit on the armor. The micro-drone scans and observes the target and surroundings, and the VI monitors the user, allowing adjustments to the weapon's balance, recoil, and heat buildup to be made on the fly. As with all Forge weapons, the Ranger was subjected to intense weather conditions in an effort to damage its mechanisms. It is the primary pistol used by non-frontline personnel – fighter pilots, armor drivers, biotics, and marine officers.
(D) SDI Boomer Pistol: A human takeaway on the superheavy pistols of krogan and turians, the Boomer is our first implementation of mass-effect assisted rail technology. Firing a 4mm tapered stamped slug, the Boomer impacts whatever it hits with horrific energy levels, capable of blowing a hole ten centimeters wide in most suits of armor. Used by heavy weapons teams as a sidearm.
(G) HK EAGLE II Machine Pistol: The second phase run of the Alliance's Offensive Handgun Project, the Eagle II retains the high rate of fire and armor piercing darts of the original, as well as the integral laser sight. It is improved by Hahne-Kadar's rail engineering, allowing nearly twice the original's effective range with no loss of impact power.
(G) Kassa Ripfire Machine Pistol: Special Forces units often require a range of options, and the Kassa Ripfire delivers those. This multifunction pistol has three fire modes – rapid fire with phasic rounds, a high-powered single-shot mode, and a semi-automatic mode with explosive rounds. The handle is somewhat bulky and the large ammo casing that runs the length of the barrel is best used as a grip – this is not a one-handed pistol.
(O) Kassa ZEUS Machine Heavy Pistol: Originally created for use in battle-suits, the ZEUS fires a triple-burst of kinetic slugs from its foot-long barrel. Only usable by those with cybernetic enhancement, the black blocky shape and inch wide bore of the gun is incredibly frightening to those it is pointed at.
Shotguns:
(A) SDI Martyr Combat Shotgun : A full-auto combat shotgun that is lightweight and accurate, the Martyr is widely used by most SA forces. The shotgun fires fragmenting armor slugs that can be keyed for explosive or corrosive effects. The shotgun has recoil dampening features and a very large ammo block, as well as two packets of medigel in the stock for emergency uses.
(D+) SDI MEMORY Heavy Assault Shotgun: A weapons design given by Baroness Shepard to SMI's founders before her death, the Memory was the weapon she felt the Vanguards should have always had. With a nine-shot ammo changers, omni-blade bayonet system, and a small container in the stock to hold microgrenades, the Memory fires wide-angle shield-ripping fragmentation rounds mixed with EMP buckshot. The combination is particularly devastating against geth.
(O) SDI ODIN Assault Shotgun: Designed by Oracal Demolitions by Baroness Shepard, this assault shotgun can go from semi-automatic fire to fully automatic burst fire. Using a custom-fitted firing chamber with super-heated armor piercing wedges made of polonium, this is a restricted weapon that was carefully researched and reconstructed by John Oracal himself, with assistance from some of Shepard's own notes and her weapons officer, Jerred Colms.
Heavy Weapons:
(A) HK ML-84 Missile Launcher: Upgraded from the ML-77. Each projectile features a friend-or-foe recognition system, ensuring it will find a hostile target - though not necessarily the one in the crosshairs. Useful in countering snipers, light armor, or light mechs, the impact blast is not strong enough to stop heavy vehicles or armor.
(A+) NOVA Missile Launcher: Using a small eezo charge and plasma magnetic containment, this is a super-heavy missile launcher for heavy anti-armor and anti-gunship tasks. Capable of GTS fire as well against gunships, frigates and some lightly armored destroyers.
(D) HK-Kassa REVENANT (SA) Light Machine Gun : This custom-made machine gun features technology not widely available, including haptic auto-targeting, VI-assisted recoil management, and adaptive ammo selection. The FRM for this was jointly purchased by Hanhe-Kadar and Kassa, who both worked together to build a human version of the wepaon. The weight was reduced by five kilos and a mass-effect harness system allows even infantry to use the weapon.
(O) HK TYPHOON Squad Combat Machine Gun: a much cheaper variant to the Revenant, the Typhoon has slightly heavier recoil and slower reload times but is more flexible. It can load multiple ammo types (including phasic, radioactive and corrosive) as well as link to targeting drones. The weapon can be fired in full auto or in VI-controlled short bursts to maximize accuracy. It is the primary weapon of most RRU and N-series soldiers.
(D) Kassa TSUNAMI Cyclical Assault Cannon: rarely used by anything but JOTUN mechs, the TSUNAMI is a six barrel minigun firing 2mm flechette rounds at blistering rates of fire. Called the "stormcloud" by those who have seen it in action, this is the heaviest man-portable weapon in the Marine arsenal, capable of carving even a tank in half with repeated hits. Carried by most DACT troopers.
(O+) HK M-J8008 Heavy Coaxial Machine Gun: the primary weapon of the THERMOPYLAE battlesuit, this minigun fires explosive slugs at two-hundred rounds per minute. Suitable for anti-armor and light GTS tasks, it is on occasion used by augmented N-series soldiers as well.
Outsourced Weapons:
Note: While the SA frowns on the purchase of weapons systems we cannot fully produce ourselves, some Special Forces units or snipers prefer these alien-built weapons. We have DRM permissions on all of these so they can be maintained, but it is up to the commanding officer of the unit, ship, station or base to authorize these.
(D+) CARNIFEX Heavy Pistol: The Carnifex is a gigantic bore super-heavy pistol with fragmenting high explosive rounds, a small clip, and a fairly short range. It is popular because its outright killing power is only exceeded by a tiny handful of other weapons, such as the Sunfire Plasma Pistol or the Claymore shotgun. A Carnifex shot can penetrate up to a quarter-inch of silaris plate or break the barrier of almost any biotic with a single shot. A perennial favorite of certain RIUs that only a gentle understanding of sanity, the weapon cannot be fired by unaugmented humans without damage to the wrist.
(A+) EVISCERATOR Heavy Shotgun : The Lieberschaft 2185 shotgun has a unique ammunition generator. Where most modern firearms shave off chips or pellets from an ammunition block, the Eviscerator is similar to the ODIN in that shaves off serrated metal wedges designed to fly aerodynamically. This dramatically improves its armor-piercing capabilities, and its tight grouping helps wound ballistics at longer ranges than standard shotguns. Highly used by Vanguards.
(D+): M-300 Claymore Shotgun: a blocky krogan made shotgun with the distinction of being the only other weapon on the Class II Restricted Arms listing with the ODIN, the Claymore is a single-shot battle cannon, utilizing DRM-protected technology from the Ganar Clan to fire superheated saboting fragmentation flak. A single shot will reduce almost anything not in heavy armor to meat, and it can (and has) one-shotted even Geth Prime units. The shotgun is staggeringly heavy at twenty seven kilos and takes almost a full second between shots to reload, but is certainly sturdy enough for melee combat. Frequently used as a support weapon or breaching tool by the DACT.
(O+) Reegar Carbine: Obtained a part of a mutual defense agreement with the quarians, this Migrant Fleet Marine shotgun uses an electro-plasmatic slurry to overload and destroy any kind of mechanical or electronic target as well as inflict severe third to fourth degree burns on organic ones. The key weapon the quarians use against the geth, this weapon will also burn through hardened armor plate at an alarming rate. The range is not as good as other shotguns, and no attachments can be added to the weapon. Commonly used in anti-geth operations.
Specialty Weapons:
(O) Kassa PERDITION Plasma Flamethrower: Utilizing a slurry of magnetically charged omni-gel with accelerators and white phosphorus, this horrific weapon incinerates anything in its cone of fire. Short range and limited ammo result in it being put to the best use in clearing urban environments or dealing with vorcha, krogan, and anything else that has to die as soon as possible. This is the primary weapon of the Commissariat Legions.
(D+) HK Octavia Sonic Disruptor: A weapon that 'fires' a wide-angle beam of high-intensity sonic noise. This weapon is especially effective against feral wildlife, salarians, turians, and drell, although it will usually incapacitate anyone hit by it. The sound blast is in excess of 200 DB and will almost certainly deafen the target – and anyone else in the cone.
(A+) Devlon Bulwark Micro-mine System: Designed originally for our combat engineering teams, the Bulwark is now seen in many units as a quick method to deny movement to enemies or as a defensive measure. Basically a stripped down volus drone launch system, the Bulwark deploys three classes of minimines that can be coded to detonate on movement, magnetic influence, or timers. Mine types include high explosive, anti-tank, EMP anti-mech, and anti-biotics.
(O+) SDI Ahab Kinetic Harpoon Launcher: Part of a trade deal conducted with the turians, the Ahab is an anti-grain (one tiny amount of anti-matter in containment) harpoon, designed for last-stand Repensum Protocols or authorized breach evolutions. The harpoon is propelled using a mass effect launcher to a superhigh speed (Mach 6) and the tip compresses and releases the anti-matter granule upon impact. Anything within 50 meters is vaporized, with heavy damage out to 200 meters and radioactive damage out to a kilometer. As can be expected this weapon is very tightly controlled and, given its range is well under a kilometer, best suited for deployment by mechs.
(O+) Daro'Xen-Vandefar Electroplasma Cannon: A combined fabrication using human and quarian methods, the DVEC is designed to completely obliterate even the largest geth units. Generating a plasma bolt with magnetic discharge, the weapon long and unwieldy unless used by powered armor. The DVAC's bolts have a splash radius of almost two meters, and an impact temperature in excess of 3000 C.
Omni-generated Melee Weapons: The Marine Corps understands that there will not always be time to bring a gun to bear on a target, or that heat saturation can shut down your entire armament. As such, EVERY marine is issued an omni-tool capable of , at the very least, the generation of an omni-blade.
Omni-blade (Omni-tool mount) : the most basic omni-blade available. It has three strengths : rapier, saber, and claymore. The strengths indicate the blade length , TEV power, and damage resistance. Remember that biotic warp attacks will shatter an omniblade with repeated strikes if the TEV rating is insufficient. Rapier TEV: 200 Saber TEV : 300 Claymore TEV: 500
Omni-blade (Hilted) : Issued rarely and mostly to the Guard of Iron, this is an electronic hilt with a dedicated omni-blade generator. Suitable for combat against almost any armor surface. TEV 700.
Omni-spear: Mounted on JOTUN mechs and THERMOPYLAE battlesuits, this long weapon does incredible piercing damage. TEV 600.
Omni-shield: A recent innovation, the omnishield is a nearly unbreakable deployed omni-device that can stop most small arms fire. The personnel version can withstand strikes of up to 800 TEV, while the mech version (also on the THERMOPYLAE) can withstand up to 1200 TEV. The shield drains power rapidly, and omni-tools can only generate a shield for a total time of 200 seconds.
Grenades: The primary weapon of grenadiers, and used by all marines for additional punch. All marine grenades are flat-pack magnetic adhesive 'disk' variants.
BACKBLAST Hi-Ex Grenade: standard grenade, high explosive with minor fragmentation.
LINIUS Polonium Infused Area Denial Grenade: used to contaminate an area to cover retreat, this dirty grenade can inflict radiation damage in a small area.
DEL-4 Dark Energy Expulsion Anti-biotic Grenade: a scaled up pulse disruptor, the DEL-4 will knock down biotic barriers and disrupt enemy biotic abilities for a second or two.
Armor: The Systems Alliance spends almost forty billion credits a year to outfit and maintain the armor suits worn by our Marines. That is because the armor we give you can be the literal difference between life and death.
The Benezia Incident and the war against the Geth has forced the SA to improve the quality and flexibility of our armor systems even further. While once upon a time our armor ratings were much lighter than other alien military armor systems, the merger of Ariake Technologies with Hahne-Kadar and the increased budget pushed by the High Lords from their own pocket specifically to improve armor ratings have resulted in much tougher armors and survivability rates.
That being said, Marine training still emphasizes mobility defenses, agile offensive tactics, and proper use of cover. Combined with the improvements to armor, this should further reduce the danger to our brave men and women (and asari) in combat.
There are generally four classes of armor: Light, Battle, Specialist, and Powered. In each variant there is a 'general' and 'elite' armor class, one designed for most soldiers, the other for specialist forces, N-series soldiers, or the Solguard – each armor is prefixed by a (B) or (E), indicating its status.
Light armor is non-powered armor that is environmentally sealed but is specifically designed as survival equipment, worn by non-combatants to deal with incidental damage. Light armor incorporates no VI or electronics and is rated to stop pistol fire reliably. As with all armor, repeated impacts will breach it, but it serves to protect against shrapnel, ricochets, and incidental blasts.
(B) SALVATION Mod II Naval Survival Armor: armored survival suits worn by naval personnel, armor drivers, pilots and shuttle personnel. The armor is basically an armored bodysuit with fixed armor panels covering the chest, and one of several specialized helmets depending on the use. The suit is rated for six hours of vacuum, up to Class X radiation exposure, and Class IV CBRN protection. While this armor is not designed by any means for front-line battle, the suit is rated to resist shrapnel and incidentals, and the chest plate rated to stop pistol fire.
(E) THREAT Mod IV Light Survival Armor: Issued to scout-snipers, the THREAT suit is designed from the ground up for sniper use. Light mass-effect supported elements in the shoulders and arms enable total movement isolation for aiming, while built in sensor-links work with spotting drones and gun-link functionality. The armor is very thin overlapping segments of laser steel backed with spall protective layer and environmentally sealed undersuit – as scout-sniper units are never expected to engage in front-line combat, this is sufficient protection.
Battle armor is the main line of armor worn by most Marines. These suits share several features: environmentally sealed with an oxygen supply, onboard VI controls, dedicated ports for vacuum operation and resupply, and helmet telemetry camera link. Battle armor is rated to stop at least five shots from most mid-line rifles, and to withstand at least five minutes of caustic gas attack.
(B) ONYX Mod II Battle Armor: Originally developed by Ariake, the Hahne-Kadar upgrade has tripled the armor thickness and includes laser steel armor inserts on the chest, back, and upper legs. The focus on unencumbered mobility and increased accuracy has not been sacrificed as the suit has very light power augmentation. As with all SA armor after 2184, this a is full environmental armor, with a built-in biofeedback system regulating wearer's adrenaline surges and monitoring medical conditions. Standard issue for all marines. Two hour air supply.
(E) Neo-Colossus N-Series Heavy Battle Armor: Upgraded from the old Onyx-N, this is now the standard issue for N-series special forces. Utilizing built-in omni-armor panels, ablative omni-gel covering projectors, and triple the kinetic barrier strength of the older armor, this suit provides unrivaled protection to our special forces. It retains the kinetic dampening and capacitors of the Onyx-N, along with the injection system built into the suit and neural-linked bio-monitors that help adjust the wearer's breathing rate and adrenaline levels. It also features a four-drone deployment rack purchased from the quarians as additional firepower support. Six hour air supply.
Specialist Armor is typically designed with special features that are either indefeasibly expensive or otherwise not optimal to include in standard armor packages, such as on-board microframe computers, biotic link enhancements, medical support suites, or the like. As such, each set of this armor is typically custom fitted to the user and is very expensive, limiting its use to small numbers of elite soldiers.
(B) CRISIS Mod II Light Combat Armor: Issued to combat engineers and grenadiers, the CRISIS suit is for those soldiers who need to be prepared for a wide variety of threats. Its capacitors give modest boosts to shields and shield regeneration time. Many small improvements increase the performance of VI targeting systems, with additional power for omni-tools. The suit also has full environmental sealing, heat management and kinetic coils for ranged weapons, and synthetic muscle assist for melee capability. The Mod II boasts full environmental containment, a four hour power and air supply, and a built-in omni-shield bracer on the left arm.
(E) SHEPARD Assault Armor: Built specifically for biotic Vanguards, the SMI Shepard armor was built using various notes from Shepard on armor upgrades during her time as an N7 NCT leader as well as the recommendations of over five hundred serving Vanguards. Like the previous COBALT armor, the Shepard has an onboard VI to manage wounds and medical trauma. It has power supplies for omni-tools, several spall layers, and the new kinetic barrier-backdrop to automatically engage kinetics when a biotic's barrier falls – such as when a Vanguard performs the Nova maneuver. Four hour air supply.
Power Armor are thick suits of heavy armor with a built-in powered support system that not only enables the user to move freely in the armor but usually enhances their physical strength to the point that wielding heavy weapons is like using a rifle.
(B) DEVASTATOR Articulated Support Armor: Heavy armored hydraulic assistance frames worn by heavy weapons troopers. Like all marine armor, it is environmentally sealed with an independent air supply for use in space and extreme planetary conditions, with an onboard "micro-frame" computer capable of running a suite of battle management software. To prevent detection by passive thermal sensors, body heat is channeled to the base of the feet, where it can be dispersed into the ground. Minor improvements have been made to this armor, including increasing the air supply to twenty four hours.
(E) ICARUS Jump Assault Armor: Icarus Jump Assault armor is the pinnacle of SA armor technology. Equipped with auto-targeting missile launchers, smoke grenades, auto-kinetic emergency barriers, and the heaviest weapons this side of vehicle armament, the DACT armor suits allow for orbital drop deployment. Navigating an atmosphere requires the suit to dispense fields of omni-gel ablative shielding, onboard mass effect jets, and a series of breakaway parachutes to stop their fall. Upon landing, the ablative shields detonate due to a pulse coming from the armor's shield generator to clear an area around the landing site. The Icarus incorporates omni-armor panels as well as drone-link technology.
Omni-tools: Omni-tools are multipurpose diagnostic and manufacturing tools as well as computers used for a variety of civilian and battlefield tasks. They combine a computer microframe, sensor analysis pack, and minifacturing fabricator. Versatile and reliable, an omni-tool can be used to analyze and adjust the functionality of most standard equipment, including weapons and armor, from a distance.
The fabrication module can rapidly assemble small three-dimensional objects from common, reusable industrial plastics, ceramics, and light alloys. This allows for field repairs and modifications to most standard items, as well as the reuse of salvaged equipment.
POLARIS II Series Generalist Omni-tool: Issued to marines, this basic omni contains an omni-blade, basic comms system, the Galactic Codex, this guide, and a variety of other useful documents, tools, and systems.
CATAPHRACT Augmented Battle Omni-tool: Issued to N-series marines and DACT, this more advanced omni has all the features of the Polaris II, but also contains specific limited info-war applications used by special forces in the field.
VALIANT Augmented Info-War Omni-tool: Issued to scout-snipers and AIS personnel. Contains upgraded info-war and decryption tools, encrypted comms packages, and basic ECM / ECCM software. Upgraded to include hard-line defense against geth hack attempts.
SAVANT Mod III Medical Omni-tool : Issued to corpsman and medical personnel, this tool includes a medical sensor suite, medical documentation, VI-driven diagnostic packages, and medi-gel generation capability. Upgrades include asari medical documentation and synthetic blood plasma omni-gel formulation.
