Outbreak Armour: Armour that overrides a Merc's ability with [Insert ability]. [Insert ability] increases the cooldown of other class abilities.
- The more imbalanced [Insert ability] is, the longer the cooldown of other class abilities.
- The more [Insert ability] leans towards a sub-class archetype, the more the armour steers from vanilla art to fit the original concept.
1&2 Note: DPS matters more during a mission. Leniency? - Outbreak Armour comes in two variations, ZAR and Virus.
3a. ZAR Armour vanillanises a concept, making it 100% compatible with Merc units.
3b. Virus Armour is the original prototype. Semi-incompatible with Merc biology; compromises were made.
Unique Gun: Gadget slots, in general, now offer [Element] [Control] and/or [Element] [AOE]. When no Unique Gun effect is present, [Element] [Control] or [Element] [AOE] is used. For a Unique Gun's special effect to be used, the specific [Element] and [Type] must be equipped.
- It is possible for [Fire] [AOE] and [Fire] [AOE] to be equipped. This doubles the quantity of a Unique [Fire] Gun's [AOE] effect.
- Unique Guns are not any stronger than ZAR guns; they simply have unique effects that require resources to be activated.
- A Unique Gun can have an interesting spread/firing pattern; just like a ZAR gun.
- [Element] [Type] is just a means of categorisation for the sake of Unique guns. For example, land mines, grenades, satchel charges etc. are considered [Physical] [AOE]. Turrets, 'Earth Shakers', Billy the Unseen Sniper etc. are considered [Physical] [Control].
4 Note: Generic gadgets can still be interesting.