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| | | | Economy for The Project |
| | Scout /Recon Skills | Level | Function | Assault/Melee Skills | Level | Function | Fire Support Skills | Level | Function |
| | Stealthy Passage | 3 | Reduces chance of being detected by 10% | Scattershot | 3 | Increases the area of the spread of Assault Rifle rounds | Steady Hand | 3 | Reduces lock-on time by 10% |
| Combat Skills | Fighting Retreat | 8 | After being detected, chance of hitting target increases by 10% & chance of being hit is reduced to 10% | Pistol Whip | 8 | Allows pilot to use a depleated rifle as a Melee weapon | Sure Shot | 8 | Reduces lock-on time by 25% |
| | Sure Footing | 20 | Chance of falling on rugged terrain is reduced by 40% | Knockout | 20 | Increases the chance of a critical hit by 20% for Melee weapons | Head Shot | 20 | Increases chance of critical hit by 20% |
| | Keen Eye | 45 | Range at which an enemy can be detected increases by 15% | Penetrating Shot | 45 | Increases the chance of a critical hit by 30% with Assault Rifle | Tight Grouping | 45 | Increases the number of actual hits from a volley of missiles by 25% |
| | Bob 'n Weave | 70 | After being detected, chance of hitting target increase by 30% & chance of being hit is reduced to 5% | Sucker Punch | 70 | Increases the chance of a critical hit by 50% with Melee weapon | Assassination | 70 | Increases the chance of a one-hit-kill by 30% |
| | Scout/Recon Tech | Cost | Function | Assault/Melee Tech | Cost | Function | Fire Support Tech | Cost | Function |
| | Contact EMP | 1600 | A weapon that shuts down enemy robot on contact. Duration: 7 seconds | Club | 1500 | Hand-held melee weapon that inflicts great damage | Wire Guided Missiles | 6000 | A missile with a high damage yield. Fired individually. Pilot steers the missile to the target |
| | EMP Upgrade | 2500 | Allows EMP to shut down enemy robot from 50 yards away. Duration: 10 seconds | Mace | 3200 | Upgrade to the Club that inflicts even greater damage | Surface-to-Surface Missiles | 2800 | A fire-and-forget missile with a moderate damage yield, but fired in volleys of 5 |
| | Scout Class Shotgun | 1700 | Lightweight firearm that inflicts damage over a greater area of an ememy's unit | Armored Fist | 1000 | A melee weapon worn on a Guardian's fist that inflicts moderate damage | Heat Seeking Missiles | 4200 | A fire-and-forget missile with a high damage yield, fired singly. High accuracy |
| Armory points | Scout Class Machine Gun | 1800 | Lightweight firearm that inflicts concentrated damage on parts of an enemy | Spiked Fist | 2000 | An upgrade to the Armored Fist that inflicts significant damage | Sniper Rifle | 2300 | The standard long-range, scoped rifle carried by Fire Support Guardians. |
| | Infrared Targeting | 3000 | A target system upgrade that allows ability to detect enemies on the infrared scale | Assault Rifle | 2200 | Standard hand-held firearm for Assault Class Guardians | Sniper Upgrade 1 | 4000 | An upgrade to the standard Sniper Rifle. Increased range and accuracy |
| | X-Ray Targeting | 4000 | A target system upgrade that allows the ability to detect enemies using X-Rays | Rifle Upgrade | 3600 | Upgrade to the standard Assault Class Rifle that inflicts greater damage and has higher accuracy | Telescopic Upgrade | 7000 | A sniper module upgrade that dramatically increases range and accuracy |
| | | | | Rockets | 4000 | A short to medium range, unguided rocket launcher. | Infrared Targeting | 3000 | A target system upgrade that allows ability to detect enemies on the infrared scale |
| | | | | Guided Rockets | 6000 | An upgrade to Rockets incorporating a laser guidance system for higher accuracy | X-Ray Targeting | 4000 | A target system upgrade that allows the ability to detect enemies using X-Rays |
| | | | | Grenade Launcher | 1800 | A medium range weapon that projects grenades into enemy ranks. Inflicts damage to multiple targets |
| | | | | Multi-Grenade Launcher | 3000 | An upgrade to the standard Grenade Launcher. Launches several grenades at once |
| Side-quests | Type | Performed | Goal of Quest | Sidequest bonus |
| Side-quest 1 | Discover Technology | on foot | Find location of Alien Technology to reverse engineer. (Plasma Weapons) | Special emblem displayed on shoulder of Guardian |
| Side-quest 2 | Discover Technology | on foot | Find location of Alien Technology to reverse engineer. (Laser Weapons) | Special ribbon displayed on chest of Guardian |
| Side-quest 3 | Discover Technology | on foot | Find location of Alien Technology to reverse engineer. (Magnetic Weapons) | Custom Decals allowed on Guardian |
| Side-quest 4 | Steal Technology | in Guardian | Infiltrate location and acquire technology discovered in Side-quest 1 | Bonus Armory points |
| Side-quest 5 | Steal Technology | in Guardian | Infiltrate location and acquire technology discovered in Side-quest 2 | Bonus Armory points |
| Side-quest 6 | Steal Technology | in Guardian | Infiltrate location and acquire technology discovered in Side-quest 3 | Bonus Armory points |
| Side-quest 7 | Test Technology | in Guardian | To test in live combat reverse engineered technology recovered in Side-quest 4 | Attain combat skill: Plasma Weapon Specialist |
| Side-quest 8 | Test Technology | in Guardian | To test in live combat reverse engineered technology recovered in Side-quest 5 | Attain combat skill: Laser Weapon Specialist |
| Side-quest 9 | Test Technology | in Guardian | To test in live combat reverse engineered technology recovered in Side-quest 6 | Attain combat skill: Rail Gun Specialist |