Suits:
Shield: This suit is a slow, highly visible and can take a LOT of damage.
Damage type: This suit has a shield attached to one hand at all times. Its offensive capabilities are limited to one hand and are best suited to close quarters. It's weapons can be: sword, ax, mace.
Armor: 10.
Attack: 4.
Speed: 3.
Health: 7.
Lights: 8.
Abilities: slowly regenerates health over time. Circles are visible and bright to attract attention.
Charge Power: The Shield suit can focus damage from one target and onto another for a time that is based on the amount of charges.
Dreadnaught: This is another slow moving suit that isn’t visible until attacking. As it increases damage, it's visibility increases.
Damage type: Another suit that is meant to take damage more than give it. This one is meant to be able move in and out of damage and occasionally grab attention and lead targets. This suit is meant to do constant damage at a lower rate than most classes, and also take a little less damage than a Shield, but able to do a lot in both situations. It's weapons can be a combination of TWO of the following: mace, sword, ax, shotgun.
Armor: 8.
Attack: 6.
Speed: 5.
Health: 8
Lights: 4 (10)
Abilities: The suit allows healing and mitigation increases onto it. Additionally, as it deals damage, its lights increase, eventually drawing more and more attention to the suit.
Charge Power: Power shot. Can charge one weapon for massive damage, but it also immediately sets the lights to an 8.
Trapper: This suit is designed to assist more than do any direct role. It has several different abilities that can change the outcome of a fight if worked into a battle.
Damage type: Light sword, short ax, or automatic pistol.
Armor: 3.
Attack: 4.
Speed: 7.
Health: 5.
Lights: 3.
Abilities: Trappers tend to attack a mid range, avoiding direct damage while staying close enough to utilize their abilities. They have traps attached to the suit that can slow, damage, stun, or expose an enemy. However, the more traps they bring, the slower they are, and speed is very important for this class.
Charge Powers: They can use charges to combine any two traps together, including two of the same kind. They can do this twice with a max charge.
Comm Linker: Another support unit, this suit allows the team to communicate with one another as if they had wireless communication systems. Because this can be crucial, these people generally stay out of direct combat.
Damage type: Can utilize a shield and weapon, or two weapons. Weapons can be a spear, hammer, or automatic pistol.
Armor: 5.
Attack: 4.
Speed: 5.
Health: 6.
Lights: 4 (8 and 10)
Abilities: As stated, this allows the team to have a direct dialogue with other team members, or the entire team. Without this suit, they are resorted to visual and completely audible communication.
Charge Powers: Charges can be used to access a map by the wearer. This will show a layout of approximately 150 yards in each direction around the suit while causing the lights to shine brighter (8). For additional charges and at the cost of shining brighter (10), the suit can do a quick ping that indicates the location of enemies inside of that map range, albeit only for about 2 seconds.
Recon: Used to go ahead and into the unknown, this suit is one that is about surviving and staying unseen more than damage. It can do a speed burst (10) that increases it's lights (10) for the duration. This is generally what some call the "oh shit" measure when discovered.
Damage type: Bow and arrow, crossbow, (one or two) pistols, and hand blades.
Armor: 2.
Attack: 3.
Speed: 7 (10).
Health: 9.
Lights: 0 (10)
Abilities: This suit has no lights, a fast speed, and lots of health. This suit can be used to set and trigger ambushes, scout, or confuse enemies. As stated above, it is capable of short bursts of highly visible speed and this leaves the wearer somewhat winded after use.
Charge Powers: A suit can use up to 2 illusion walls. When used, it will create an illusion that is approximately 20 feet tall by 20 feet long. This has a few uses because it does NOT allow an enemy to see through it as it looks like a piece of the environment, even if team members are directly behind it. Then, team members can shoot (but NOT move) through it. Once an enemy realizes it is real, the wall can be attacked and destroyed.
Sniper: This unit is equipped with a sniper rifle that is capable of long distance, highly accurate shots. This suit is one meant to be stationary and not a close quarter suit.
Damage type: This suit comes with a large, heavy sniper rifle.
Armor: 1.
Attack: 6 (10).
Speed: 4.
Health: 6.
Lights: 3.
Abilities: This suit is basic. It's slow, not super visible, and does damage at a long range. Lots of it.
Charge Powers: Pretty basic. Charges = shots. Big shots. Massive, damaging shots.
Fighter: This class has a lot of flexibility, more so than any other class, based on weapon combinations.
Damage type: Weapons available in pairs, or individually. Axe, sword, hammer, mace, shotgun, machine pistol, shield. Can also use a light machine gun or a polearm but those take both hands.
Armor: 6.
Attack: 4-8 depending on weapons.
Speed: 4 or 6 depending on weapons.
Health: 6.
Lights: 5 or 7 depending on weapons.
Abilities: The main advantage of the suit is it's choices of weapons. He can gain health back as he does damage.
Charge Powers: The suit has grenades when charged, up to a 3 maximum. These can be adjusted to be a proximity grenade, stun, stun, gas, or others.