There are a number of armors available to players in PlanetSide, four of which are standard armors, available to all empires. The fifth group of armors are the MAX armors, which are empire specific.
While each empire's armors have their own distinct look and "sense of fashion", the concept for the following suits are universal throughout. For a full list of certifications, including armor, click here. |
| Standard Exosuit |
(Common Pool) |
|
Protection: Holsters: Capacity: Cert Required: |
50 1 Pistol-sized and 1 Rifle-sized 9 x 6 None  |
This is the armor you begin with and respawn in after dying. It offers very little protection, and has a small inventory space. It's best to avoid using this armor whenever possible, since everyone on Auraxis can also use agile exo-suit, which is superior. | |
| Agile Armor |
(Common Pool) |
|
Protection: Holsters: Capacity: Cert Required: |
100 2 Pistol-sized and 1 Rifle-sized 9 x 9 None
|
With twice the protection of the standard exo-suit, and the flexibility of a second pistol slot and larger inventory, the agile armor is a vast improvement over standard. You still maintain good foot speed and wearing this armor you can pilot/drive all vehicles you are certified in. Note: Prerequisite for other armors. | |
| Infiltration Suit |
(Common Pool) |
|
Protection: Holsters: Capacity: Cert Required: |
0 1 Pistol-sized 6 x 6 Infiltration Suit
|
While this is not technically armor, the "stealth suit" allows you to cloak yourself on the battlefield to avoid visual detection. The slower you move, the less visible you are. When driving a Wraith you may cloak both yourself and the vehicle. Darklight Vision and Audio Amplifier implants will aid other players in seeing and hearing you. It provides no armor protection, cannot use a rifle, and is has very little inventory space. Still, it is an extremely useful suit for reconnaissance and stealth, posing a significant threat to any opposing force. | |
| Reinforced Armor |
(Common Pool) |
|
Protection: Holsters: Capacity: Cert Required: |
200 2 Pistol-sized and 1 Rifle-sized 12 x 9 Reinforced Exosuit
|
This armor is well suited for battle, with a large inventory space and heavy protection. However, the bulk of the armor reduces your foot speed and is a significant tradeoff in terms of mobility. Wearing this armor limits you to the vehicles you may pilot/ drive, however you can take the passenger or gunner position of any vehicle. | |
| Mechanized Assault eXosuit (MAX) |
 |
Protection: Holsters: Capacity: |
650 None (Integrated Weapon) 16 x 12 |
| The MAX comes in three configurations, each one designed to combat particular targets. Each empire has its own version of the MAX unit, and each has specialized capabilities and weaponry unique to that empire. However, their primary roles remain the same. An extremely heavy duty suit, akin to a small walking vehicle. Using the MAX, you will have prolonged running speeds comparable to that of a tank, yet you may not pilot/drive any vehicles or use standard weaponry. |
Special Abilities: (Default key B)
Terran Republic: Anchoring - By planting spikes into the surface and becoming an extremely stable firing platform. This reduces your mobility, but approximately doubles the rate-of-fire of the MAX's weaponry. (Concept: If you kill them quickly, then they can't shoot back.)
New Conglomerate: Personal Shield - An augmented personal shield can be toggled on and off when needed and is hooked to an independent energy reserve to draw power. With the shield in place, the NC MAX can take an amazing amount of punishment, however, its rate of fire is decreased when the shield is raised. (Concept: If they can't hurt you, you can kill them at your leisure.)
Vanu Sovereignty: Jumpjets - Limited-use jumpjets without mid-air course corrections, but by careful use of running speed and course corrections before jumping, you can leap over walls, onto buildings, or onto terrain features. The jumpjet uses an independent power capacitor to determine how long the jets can be activated at one time. (Concept: Mobility allows better tactical choices. Superior tactics result in dead enemies.) | |
| Burster |
(Terran Republic) |
|
Role: Weapon: Ammunition: Range / Zoom: Cert Required: |
Anti-Aircraft Dual Twin Flak Cannons 20 / Flak Long / 4x Burster or Uni-MAX |
| The dual cannons throw flak projectiles into the sky to detroy enemy aircraft. Also effective because it allows you to saturate an air corridor with detonating bursts. | |
| Comet |
(Vanu Sovereignty) |
|
Role: Weapon: Ammunition: Range / Zoom: Cert Required: |
Anti-Vehicle Comet 10 / Energy Plasma Medium / 2x Comet or Uni-MAX |
| Shooting spheres of energy that create "aggravated" damage to the target. The energy burns for a time after impact, causing additional damage. | |
| Dual Cycler |
(Terran Republic) |
|
Role: Weapon: Ammunition: Range / Zoom: Cert Required: |
Anti-Infantry Dual Chainguns 200 / Large Caliber Depleted Uranium Medium / 2x Dual Cycler or Uni-MAX |
| Heavy chain guns mounted to each arm and are able to unleash huge numbers of projectiles at a given area. | |
| Falcon |
(New Conglomerate) |
|
Role: Weapon: Ammunition: Range / Zoom: Cert Required: |
Anti-Vehicular Falcon Missile Launcher 20 / Rocket Medium / 4x Falcon or Uni-MAX |
| A dumbfire missile launcher best used in taking out enemy vehicles or MAXs. | |
| Pounder |
(Terran Republic) |
|
Role: Weapon: Fire Mode 1: Fire Mode 2: Ammunition: Range / Zoom: Cert Required: |
Anti-Vehicle Dual Pounder Grenade Launchers Explode on Contact Three Second Fuse 30 / Indirect Mortar Grenade Short / 2x Pounder or Uni-MAX |
| Heavy grenade launchers mounted to each arm for area effect damage saturation. | |
| Quasar |
(Vanu Sovereignty) |
|
Role: Weapon: Fire Mode 1: Fire Mode 2: Ammunition: Range / Zoom: Cert Required: |
Anti-Infantry Quasar Energy Bolt Armor Piercing Bolt 80 / Large Energy Cell Medium / 2x Quasar or Uni-MAX |
| The Quasar is a high-powered version of the man-portable Pulsar rifle. | |
| Scatter Cannon |
(New Conglomerate) |
|
Role: Weapon: Fire Mode 1: Fire Mode 2: Fire Mode 3: Ammunition: Range / Zoom: Cert Required: |
Anti-Infantry Scatter Cannon Close Range / Large Pattern Spread General / Medium Pattern Spread Long Range / Tight Pattern Spread 40 / Large Bore Shotgun Shell Medium / 4x Scatter Cannon or Uni-MAX |
| Like a huge, adjustable gauge shotgun, the tighter the spread is choked down, the fewer projectiles are actually fired, thus making the long range shots less powerful ... but useful in the right circumstances. | |
| Sparrow |
(New Conglomerate) |
|
Role: Weapon: Ammunition: Range / Zoom: Cert Required: |
Anti-Aircraft Sparrow Missile Launcher 12 / Homing Missile Medium / 4x Sparrow or Uni-MAX |
| Able to fire quickly on the same aircraft without reaquiring missile lock. Thus, once lock is achieved, a large quantity of ordnance can be spewed at an air target in a short time. | |
| Starfire |
(Vanu Sovereignty) |
|
Role: Weapon: Ammunition: Range / Zoom: Cert Required: |
Anti-Aircraft Starfire 8 / Small Plasma Spheres Long / 4x Starfire or Uni-MAX |
| Like a missile laucher using energy-based projectiles. You can lock onto an air target and fire a homing energy sphere or fire at non-air targets, but do much less damage. | | | |