Overview:
The Gernsback is the most advanced production and in-service MAS Suit in the world to date. It has been designed from the ground up specifically with missions that SPEAR teams are tasked to take on. As such, it incorporates the best proven and reliable technologies available, as well as many advanced features and systems that are improvements over previous models of MAS Suit.
The Gernsback is also the first MAS Suit that has been designed, procured and produced with the full intention of standardised issue to combat units, rather than an ad hoc urgent requisition from an R&D program comprised of several experimental systems. This greatly increases qualities such as the reliability, along with things like supply of spare parts and support for the system, as well as integration with existing systems and technology, both in terms of logistics, but also with such things as standardised communications, data links and other such mundane qualities that are nonetheless advantageous.
The M9 is the base production model, with the M9A being the command unit, that has an expanded communications suite for better battlefield control. The M9B is the operational trainer version. More variants are expected as the M9 is used in the field more often and put through operational service to find out any advantages or shortfalls it may have.
Serial Number & Designation: Ambrull Industries M9 Gernsback
Operational Role: Special Operations use Mobility Augmentation System Suit (MAS Suit)
Height: 12 feet 6 inches
Operational Time:
A higher activity rate and excessive use - and abuse - of the MAS Suit's systems may reduce the overall operational time.
Power System:
Ultra high-density solid state graphene battery. Rechargeable through adaptor system from a variety of power sources.
Motive Systems:
Artificial muscle fibers driving all limb movements in combination with actuator motor network.
Wheels embedded in each foot for rapid-speed ground movement over even or paved surfaces, also enable on-the-spot turns.
'jump jet' rocket thrusters in on back and in lower calves, enable high/long jumps, as well as braking descents. Also allow propulsion over short distances in Zero-G environments. Can be replaced with hydrojets for aquatic propulsion. Sufficient fuel for numerous jumps, but insufficient thrust/power for sustained flight or hovering under normal Earth-standard gravity and atmospheric conditions.
Communications Systems:
Sensor and Targeting Systems:
Utility Systems:
Control Systems
Weapon Hardpoints:
4 x Total weapon hardpoints:
Additional 'firmpoints' or 'stowage points' for additional ammunition, 'holstered' hand-held weapons or tools, or storage containers and other equipment.


The Gernsback is the most advanced production and in-service MAS Suit in the world to date. It has been designed from the ground up specifically with missions that SPEAR teams are tasked to take on. As such, it incorporates the best proven and reliable technologies available, as well as many advanced features and systems that are improvements over previous models of MAS Suit.
The Gernsback is also the first MAS Suit that has been designed, procured and produced with the full intention of standardised issue to combat units, rather than an ad hoc urgent requisition from an R&D program comprised of several experimental systems. This greatly increases qualities such as the reliability, along with things like supply of spare parts and support for the system, as well as integration with existing systems and technology, both in terms of logistics, but also with such things as standardised communications, data links and other such mundane qualities that are nonetheless advantageous.
The M9 is the base production model, with the M9A being the command unit, that has an expanded communications suite for better battlefield control. The M9B is the operational trainer version. More variants are expected as the M9 is used in the field more often and put through operational service to find out any advantages or shortfalls it may have.
Serial Number & Designation: Ambrull Industries M9 Gernsback
Operational Role: Special Operations use Mobility Augmentation System Suit (MAS Suit)
Height: 12 feet 6 inches
Operational Time:
- 12 hours at normal operational level
- 18 hours in reduced operation mode - minimal movement, sensors and communications
A higher activity rate and excessive use - and abuse - of the MAS Suit's systems may reduce the overall operational time.
Power System:
Ultra high-density solid state graphene battery. Rechargeable through adaptor system from a variety of power sources.
Motive Systems:
Artificial muscle fibers driving all limb movements in combination with actuator motor network.
Wheels embedded in each foot for rapid-speed ground movement over even or paved surfaces, also enable on-the-spot turns.
'jump jet' rocket thrusters in on back and in lower calves, enable high/long jumps, as well as braking descents. Also allow propulsion over short distances in Zero-G environments. Can be replaced with hydrojets for aquatic propulsion. Sufficient fuel for numerous jumps, but insufficient thrust/power for sustained flight or hovering under normal Earth-standard gravity and atmospheric conditions.
Communications Systems:
- Secure and encrypted HF/VHF/UHF Radio
- Laser link transmission/reception
- Satellite communications link
Sensor and Targeting Systems:
- Laser rangefinder & targeting
- Multifunction LIDAR (targeting, surveillance, reconnaissance and exploration/scientific functions)
- Thermal Optics
- Night vision tied to infrared emitters on suit exterior
- Millimeter-wave 3D radar (active and passive)
- 8x Optical zoom in all vision modes
Utility Systems:
- Storage container for personal items, firearms and survival equipment
- Computer interface jack built into left/right forefingers
- Onboard water supply (5 liters)
- Spotlights with IR Filters
- IR identification strobe
- Full record and playback of all sensory input and data telemetry
- External microphones
- External speakers; can be tied into communications and computer system
- Onboard computer system fully integrated with Pebble. Computer system capable of fully accessing and displaying a variety of commercial and specialised programs and information.
Control Systems
- Combination control system; leg movements controlled by mimetic exoskeleton assisted by input from MAS Pilot suit.
- Arm, head, and torso positioning controlled by feedback from MAS Pilot suit and inner lining of pilot compartment.
- Utility, Sensor, Communications and weapon systems controlled by combination of voice, eye-pointing, jaw movements, and hand controls.
- Fully articulated manipulators controlled by waldo-type gloves
Weapon Hardpoints:
4 x Total weapon hardpoints:
- 2 x forearm hardpoints for light - medium weapon systems and equipment (left/right arm)
- 2 x back hardpoints for medium - heavy weapon systems and equipment (left/right side)
Additional 'firmpoints' or 'stowage points' for additional ammunition, 'holstered' hand-held weapons or tools, or storage containers and other equipment.
- 1 x rear waist
- 1 x left/right hip
- 1 x left/right calf


An MAS Suit has no fixed weapon systems - other than its' own physical strength and bulk.
As such, the Exo suit can be configured and loaded with a variety of weapon systems and equipment depending on the needs of a mission or operation, and these systems can be swapped between missions, via the use of the hardpoint systems on each forearm and on both sides of the backpack.
The MAS Suit can also carry additional weapons in its hands, like an oversized soldier.
Any mounted equipment can be ejected from hardpoints when it is empty, damaged, or unneeded. A hardpoint can only carry one device at a time, and can carry any combination of weaponry, but weapons and devices are not interchangeable between arm and back hardpoints.
As such, the Exo suit can be configured and loaded with a variety of weapon systems and equipment depending on the needs of a mission or operation, and these systems can be swapped between missions, via the use of the hardpoint systems on each forearm and on both sides of the backpack.
The MAS Suit can also carry additional weapons in its hands, like an oversized soldier.
Any mounted equipment can be ejected from hardpoints when it is empty, damaged, or unneeded. A hardpoint can only carry one device at a time, and can carry any combination of weaponry, but weapons and devices are not interchangeable between arm and back hardpoints.
These weapons can be carried by an MAS Suit in its hands (or manipulators, if you prefer). Some require only one hand, some require both; this is explained in their information below.
Hand-carried weapons - in most cases, unless they are exceptionally large - can be stowed or holstered on the MAS to free up both hands. Single-handed weapons are usually stowed on one or the other hip, while dual-handed weapons are stowed at the lower back horizontally.
Hand-carried weapons - in most cases, unless they are exceptionally large - can be stowed or holstered on the MAS to free up both hands. Single-handed weapons are usually stowed on one or the other hip, while dual-handed weapons are stowed at the lower back horizontally.
- Assault Rifle
In reality, a .50 Caliber heavy machine-gun reworked into a rifle-grip weapon carried and fired in both hands of an MAS Suit like an oversized infantry assault rifle.
It has been altered for select fire - i.e. single shot or fully automatic - and the rate of fire lowered to aid in controllability and control ammunition consumption. Ammo is supplied in 50-round magazines. The weapon has no iron sights, and relies on the MAS sensors to be aimed. It has a good balance between range and power, and is effective against a wide range of targets, though is less effective against heavily armoured targets.
The assault rifle can also mount an underbarrel, single-shot reloadable grenade launcher that can fire anti-armour, high-explosive fragmentation, incendiary, CS/Tear gas, smoke, EMP, chaff, stickyfoam ‘less lethal’, and buckshot 60mm grenades. The rifle can also be equipped with a sound suppressor. - Sniper Rifle
Firing 25mm shells as used in aircraft and armoured vehicle cannon, the sniper rifle is - by necessity - a two-handed weapon capable only of single shots, rather than burst fire. It has a very long range and high accuracy. It has magazines holding five shells each that can be reloaded in the field. There are several different types of ammunition, such as armour-piercing, incendiary, tracer, and explosive rounds. It has good armour penetration characteristics, especially with specialised rounds, against lightly armoured vehicles and has sufficient accuracy to target and exploit weak spots in heavier armoured vehicles. It is also very effective in damaging or destroying materiel targets, such as communications equipment, parked aircraft, generators, pipelines, and other such vital support infrastructure. - Shotgun
Essentially an oversized version of a normal pump-action shotgun. It normally fires 2-gauge (51mm diameter approximately) buckshot shells, but can also load slugs, flechettes, incendiaries, frag, EMP, and less-lethal ultra-low velocity riot control or taser rounds.
Fed from an internal tube magazine, it holds 8 shots. The receiver has a shell carrier mounted on one side for an additional 'ready reload' of 8 shells. Additional shells can be carried in various places around the exterior of an MAS, usually in modular 'cassettes' that hold 16 rounds each, and can be clipped together to fit two onto a standard 'firmpoint'. They are colour coded for various types of shells.
While it does considerable damage to light targets with its buckshot (and utterly horrendous damage to living things), it is less effective against heavily armoured targets, and has a comparatively short range. - Assault Carbine
A short, two-handed weapon that fires 7.62mm rounds from a drum magazine, the assault carbine is essentially a rebuilt and chopped down medium machine gun for infantry use, adapted into a hand-held weapon for an MAS Suit. It is not overly accurate, or especially long-ranged, but works well at suppressive fire and direct shots at short and medium ranges. It can also be fired on single-shot for more accuracy.
It is especially effective against unarmoured targets such as personnel and light vehicles and structures, but is less useful against heavier targets like heavy vehicles, and has little effect on armoured targets or heavier structures or equipment. It is small enough to be stowed on a hip when not in use, and can utilise box magazines from standard M240 or FN MAG machine guns. It can be equipped with a sound suppressor. - Machine Pistol
The lightest caliber weapon an MAS Suit is equipped with, the Machine pistol fires standard 5.56mm rounds like those used in assault rifles and light machine-guns by infantry. It has a relatively high rate of fire on fully automatic, and can also fire single shots. It is ineffective against armoured or heavy targets, but is useful against infantry or other soft targets.
It is a one-handed weapon and has large box magazines that are interchangeable with the M249 SAW or minimi light machine gun. It can be stowed on an MAS Suits’ hip for carrying, when not in use. It can be equipped with a sound suppressor. - Auto Shotgun
An unusual weapon, by MAS Suit standards. The Auto Shotgun fires different rounds to the above handheld weapon. Instead, it fires 8-gauge rounds. These are larger, heavier, and more powerful than standard 12-gauge shotguns. It has a variety of available rounds; standard buckshot, slug, incendiary (‘dragonsbreath’), flechette, EMP, frag, and less-lethal taser and rubber-ball riot control. It feeds from a 24-round drum magazine, and while ‘fully automatic’, it has a relatively slow rate of fire to promote accuracy, and it also has a single-shot fire mode.
While versatile for the types of ammunition it can load, it is mostly effective against unarmoured and light targets. It is a two-handed weapon. - Handgun
A small, single-handed firearm, the handgun is based on an oversized revolver action. It fires a 14.5mm round as used by Russian and former soviet bloc heavy machine guns from a 4-round cylinder. It has good penetration against light and unarmoured vehicles and structures, and can even do some damage to lightly armoured ones. It is comparatively short-ranged because of the short barrel, however.
As it uses heavy machine-gun rounds, it is capable of firing different types of ammunition, such as armour-piercing incendiary and high-explosive incendiary rounds. Speedloaders are available for quick reloads. - Machine Gun
Essentially the Assault rifle with a heavier barrel and a much larger magazine; this weapon is designed for a faster rate of fire for suppressing targets, as opposed to the short burst of automatic fire from the rifle. The Machine gun does not feature a semi-auto fire mode. In emergencies, it can use the same magazines as the assault rifle and it has a folding bipod under the barrel. - Light Vulcan
A triple-barrelled rotary (‘gatling’)-type automatic cannon, this massive weapon is able to lay down massive amounts of automatic fire. It requires both hands to use, due to the sheer size of the weapon.
It is essentially a cut down and altered version of a larger, longer weapon used on attack helicopters, and has a massive drum of several thousand rounds of ammunition linked by a feed belt. The drum is mounted on one of the stowage points on an MAS Suit’s hips, and the weapon is too large to be stowed, meaning it must be carried by both hands.
Not at all designed for subtlety or precision, the weapon is entirely intended for withering hails of firepower at incredible rates of fire. Despite the huge amount of ammunition carried, it is still sufficient for only around a minute of continuous fire, and instead, the weapon is fired in short bursts - this also avoids overheating the barrels.
The 20mm ammunition normally used is the SAPHEI - Semi-Armour-Piercing High-Explosive Incendiary; which gives an excellent balance of effects. The ‘light’ in the name refers to the smaller size compared to the M61 6-Barrelled Vulcan cannon used on combat aircraft.
The light vulcan is devastating against infantry and unarmoured targets, and quite effective against light vehicles, structures, and light armour, and can damage heavily armoured targets, especially in their weaker areas. - Combat Blade
An MAS-sized blade, somewhere between the equivalent size of a combat knife and a machete. Made of ultra-hardened alloy and sharpened to a monomolecular edge, it is incredibly sharp. The back edge has saw-teeth for utility purposes, and the pommel is hardened for use as a hammer or blunt impact tool. It is provided with a sheath that can be placed on a hip, or attached to the chest of an MAS Suit. - Combat Axe
An upsized ‘tactical tomahawk’ or survival axe; it features a single-edged axe head and long haft and handle made of the same materials as the combat blade. The head is weighted to increase the force of an axe swing. The head also incorporates a rear-facing spike that can be used as a pry bar. It can be stowed horizontally on the rear waist of an MAS Suit, or strapped into a holster on the back. - Hand Grenades
Hand-thrown or placed explosive devices. They can be strapped to the exterior of an MAS Suit and have an adhesive strip that can be optionally used to place them as charges with a timer, or a button-type trigger that can be pressed to set a default short fuse to use them as fragmentation explosives. Other kinds are available, such as incendiary, plasma, EMP, tear/CS gas, smoke, stickyfoam, flashbang, and less-lethal ‘sting’ rubber-ball.
These weapons are mounted to an MAS Suits’ forearm hardpoints. They leave the MAS Suits manipulators free - unless otherwise stated - enabling them to still be used for normal tasks. They tend to be lighter or limited in shots compared to back-mounted or hand-carried weapons, though this is not universal. Some are designed or intended to be ejected or disposed of when empty or used, such as missile or rocket tubes
- Light Minigun
An adapted version of the M134 minigun, this 6-barrelled rotary machine gun fires 7.62mm ammunition from a drum of several thousand rounds. Extremely effective against personnel and light targets, it is less effective against armoured vehicles or structures. It has a staggering rate of fire, though can overheat quickly if fired continuously. - Heavy Minigun
The ‘big brother’ of the above weapon, the heavy minigun is adapted from the GAU-19 .50 caliber minigun. It has three barrels, and fires the same .50 caliber ammo as the hand-carried assault rifle and machine-gun, as well as common M2 Browning heavy machine guns. It is thus devastating against unarmoured targets, and even a threat to lightly armoured targets and structures, however it is prone to overheating and has a limited ammunition supply due to the much larger size of the rounds and a ferocious recoil. - Flamethrower
Relatively short-ranged, the flamethrower is mostly effective against unarmoured targets, but is psychologically incredibly intimidating. It is also very effective in enclosed spaces, and the jet of flame can be ‘bounced’ off of walls and around corners. It uses a feed of jellified combustible propellant at high pressure that is electrically ignited on leaving the barrel, rather than a pilot flame that could be extinguished. Naturally, given its’ nature, the flamethrower only works in environments where there is air to combust. - Semi-Automatic Grenade Launcher
The Semi-auto launcher also features a dual-feed system that can be switched between for versatility in the field. It has a reasonable range in addition, and is quite accurate. As it uses a lower pressure to fire, it has a wider variety of ammunition available, including less-lethal rounds.
It can fire any low-velocity US/NATO 40mm grenade type, as well as additional airburst, plasma, flechettes, buckshot and EMP rounds. - Chain Gun
The Chain Gun is a single-barrelled automatic weapon that uses a mechanically driven (by a chain, as the name suggests) loading mechanism. This makes it highly efficient and resistant to jamming, and capable of a high rate of fire. It is also quite accurate.
The MAS chaingun is adapted from a prototype 20mm chain gun. It has a cut-down barrel and action to reduce the weight and size, but is still very effective. It has good armour penetration against light vehicles like APC’s, IFV’s, and other lightly armoured vehicles, and can damage some heavier armoured vehicles if weak spots are exploited. It is also highly effective against light structures. Standard ammunition is a high-explosive armour-piercing tracer. It is fed from a box magazine, with spares carried on the leg hardpoints of the MAS. - Laser
One of the more advanced weapon systems used by the MAS Suits, the laser is a continuous-beam high-intensity solid state laser weapon. It has a relatively good effective range, though the damage is limited to a small area with minimal secondary effects. It is very effective against unarmoured and light targets, but requires remaining focused on a target to burn through heavier armour or structures. It also makes an effective cutting tool, but again, takes time to burn through denser or heavier materials. Its power supply is provided by a battery pack that can be recharged in the same manner as the MAS Suit’s own power supply, but this supply is limited. As the laser fires a constant beam, it is less a number of ‘shots’ and more the ‘duration’ of fire that is limited.
The laser can be tuned to a blue/green wavelength to make it effective underwater, but this is a modification that cannot be performed in the field. - Rocket Pod
A four-tube rocket pod that fires Hydra 70mm unguided rockets. These weapons are intended for direct fire against a variety of targets. They are less powerful than missiles, but have more area effect and can be used in saturation fire attacks, and there are multiple types of warhead available.
Rockets are characterised by being longer range than grenades, and shorter range than missiles, and having more explosive effects and varied payloads than ballistic guns and shells.
The four tube, box-shaped launcher is quite long, but can be discarded when it is empty, freeing up the MAS Suits’ arm and reducing weight and clumsiness of the arm it is mounted on, due to the length of the launch tube projecting past the MAS Suits’ hand.
Types of rockets available are high explosive, incendiary, plasma, armour-piercing (useful against light and medium armour, or against weak spots of heavily armoured vehicles and structures), flechette, CS/Tear Gas and smoke. - Anti-Armour Missiles
A two-tube, box-shaped disposable launcher for two guided anti-tank missiles. The missiles in question are based on the Javelin anti-tank missile. They are very effective against most armoured vehicles and hard structures, and can destroy even heavily armoured vehicles if they strike at the right angle and hit a weak spot. - Chainsaw
An MAS-Sized double-edged chainsaw that has hardened ultra-alloy blades for cutting through armour and other hardened materials, making it useful as an engineering and rescue tool as well as a weapon system. The chainsaw can extend or retract past the MAS Suits’ fist to make it less clumsy when not in use. The Chainsaw is electrically powered from a built-in battery pack that can be charged in the same way as the MAS Suit’s main battery. - Utility Tool Pack
Not a weapon (though, certain items in it can be improvised to use as one, albeit very ineffectually), and instead a utility item. The tool pack is a suite of engineering and repair tools attached to an MAS Suit’s forearm. The pack contains the following:- Welding/cutting plasma torch
- Powered driver with interchangeable heads for drilling, screws, socket wrenches, etc.
- Piers/wire cutters
- Work light
- Powered saw
The interchangeable heads for the powered tool are stored on a rotating carousel built into the pack and can be changed via selection from the suits’ operator. - Shield
Exactly what it states - a slab of layered alloys and composite armour materials thicker than the suits’ own armour. The back side of the shield can be used to store spare ammunition magazines and the bottom end is tapered and pointed for use as an improvised melee weapon - 40mm Gun
A semi-automatic, autoloading 40mm low-pressure gun, derived from the venerable Bofors 40mm gun. It has relatively decent armour penetration qualities, thanks to using armour-piercing sabot ammunition as standard. It is not overly effective against heavily armoured vehicles from the front arc, but can damage their systems and may penetrate vulnerable areas. It is highly effective against lighter vehicles, structures and other targets. It can also fire standard high explosive ammunition. It fires from 5-round ‘clips’ that can be stored elsewhere on the armour. Due to being heavily cut down for use on an MAS Suit’s hardpoint, range and accuracy can be an issue. - Pile Bunker
The pile bunker is a close-range melee weapon. It uses an explosive charge - fed from a revolver-style magazine of 6 shots and reloaded by a speed loader - to drive an ultra-sharp, ultra-hardened spiked piston forward at high velocity. This makes it exceptionally able to pierce armour and damage vital systems beneath. Its damage is extremely localised, and it does require getting close to use, but it is an effective armour-piercing weapon. - Spear Launcher
Useful primarily as an underwater weapon system, the spear launcher has short range on land. It uses, rather than compressed air, magnetic propulsion to launch its spears, which are tipped with an ultra-hardened alloy material. Even underwater, its range is relatively short. It has multiple barrels, and can fire three spears at once. Reloading is achieved by discarding fired barrels, and snapping on a new set of three - Gyrojet Gun
A weapon capable of being used both underwater and on land, the gyrojet gun fires rocket-powered shells of around 20mm calibre. They are, however, not exceptionally powerful and are ineffective at short range, due to the need to reach velocity after leaving the barrel. The standard shells are high-explosive, and it has a 6-round, replaceable magazine. - Retractable Blades
Though no one on the MAS Suit R&D and armaments team will admit to it, this weapon seems to have been clearly inspired by certain comic book and movie characters, given its look and how it operates. A pair of serrated, monomolecular-edged ultra-alloy blades that can retract and extend when needed. - Sonic Gun
An - ostensibly - less-lethal weapon, the sonic gun uses variable-frequency soundwaves to affect its’ target. Mostly only useful against organic targets, it is especially effective on the senses and can cause crippling nausea, disorientation and other effects. It also works well underwater, due to the properties of water amplifying sound waves, though in that case it tends to work more as a deterrent that ‘pushes’ its’ target around with physical force.
It can, in theory, cause more lasting damage to a target if the right frequencies could be found, but the effects would be under the category of ‘cruel and unusual’. It has only marginal effects on anything non-organic, other than possibly shattering glass, unless a particular resonant frequency could be found, but this would likely cause as much damage to the wielder as the target.
Due to the nature of its function, it has a relatively short range. - Shock Gun
Another less-lethal weapon, the shock gun is not unlike a taser, though it uses a different method to deliver voltage to its target. The Shock Gun uses a precisely tuned laser to ionise the air between the emitter of the weapon and the target and then launches a bolt of electricity over this distance. This causes the same effects as a taser or stun gun. It is only really effective on living targets and can paralyse them for a short time. It may also disrupt unshielded electronics if it is discharged directly into them, however. - Spray Gun
While not technically a weapon, the spray gun can be used as one if loaded with the right payload. The Spray gun is - as the name suggests - a device for spraying liquids or gases under pressure. The package affixed to the MAS Suits’ arm also contains a drum or reservoir for the payload of choice, as well as all of the necessary equipment to spray under pressure. The reservoir is approximately the same size and capacity as a mini-keg of beer; around 1.32 gallons, or 5 liters.
Payloads could be anything from highly pressurised water, defoliant, fire suppressant, stickyfoam, CS/Tear gas, high-strength acid or alkali, and various other possible liquids. By its nature, the spray gun has quite a limited range, and does not work underwater. - Mini-Torpedo Launcher
An adaptation of the mini-missile technology to an aquatic environment, the mini-torpedo launcher holds six mini-torpedoes. They are relatively short-ranged by comparison to normal torpedoes and have a reduced explosive payload by comparison also, but are still effective against light targets. The mini-torpedoes home in on laser guidance or sonar, and have a plasma warhead. They do not work out of water.
These are the heaviest weapons and equipment available to an MAS, and usually the most specialised for particular roles or purposes. They mount to either side of the MAS Suits’ back, folding up over the shoulders to fire. Like other systems, they can be ejected when empty, damaged, or in other situations.
- Missile Pod
A box-shaped pod of two heavy anti-armour missiles, based on the AGM-114 Hellfire. These missiles are relatively long-ranged and use laser and microwave guidance to home in on their targets after a successful lock-on. They are very effective against armour and hardened structures. - Surface-to-Air Missiles
A box-shaped pod containing two FIM-92 Stinger surface-to-air guided missiles. The missiles lock on through a combination of microwave radar and infrared and self-guide to the target once launched. They are mostly effective against low, slow-flying aircraft, and especially helicopters or drones, but can cause serious damage if not outright destroy larger aircraft with a good hit. - Mini-Missile Pod
A box-shaped pod containing 8 mini-missiles. They are relatively short-ranged, but pack a respectable punch and are effective against lightly armoured targets, and can damage heavier ones. They use a combination of optical and laser guidance, and use a plasma warhead as standard. - Rocket Pod
A cylindrical pod that contains seven 70mm unguided rockets that can be launched individually or all at once. They are most effective when fired in numbers, rather than individually, though it can depend entirely on the target. They are not overly effective against heavily armoured targets, but can damage them in some weak spots when fired in large volleys. There are a variety of warheads that can be fitted, such as high explosive, armour-piercing, flechette, smoke, incendiary, CS/Tear gas, EMP and plasma. - Heavy Cannon
The largest caliber ballistic weapon that an MAS suit can carry, the heavy cannon has a folding breech/barrel assembly due to its barrel length. It can only be fired from a kneeling position or braced position due to the recoil, but it has a long range and a high muzzle velocity when used in direct-fire mode. The cannon is a 75mm weapon fired from an auto-loading 4-round magazine that can be replaced - with help from another MAS-Suit - in the field. Ammunition types are Armour-piercing, Fin-stabilized, discarding sabot (APFSDS), High Explosive, Canister (anti-personnel) and smoke. The gun uses enhanced ammunition and a refined barrel, breech and other techniques to achieve high armour penetration, comparable to a 90mm tank gun, however ammunition is extremely limited, recoil is high, and the fact the MAS Suit has to remain immobile while firing are all things that make employing the gun a tactical consideration. It can also be used in an indirect-fire role due to the ability to greatly increase the elevation, though this requires a spotter to find targets, and the area effects are limited due to the comparatively small shell size. The magazines are also so large that they take up an additional hardpoint. - Heavy Chain Gun
The bigger brother to the arm-mounted chaingun, the Heavy Chain gun is an adaptation of the M230 Chain Gun used on the Apache attack helicopter. It uses the standard High-Explosive Dual purpose ammunition, fed from a box magazine, which cannot be reloaded in the field.
It is a very accurate and powerful weapon, that is versatile against a wide range of targets. - Heavy Gatling Gun
While smaller in caliber than the light vulcan, the heavy gatling still fires a larger caliber of ammunition than the arm-mounted rotary or gatling miniguns. The Heavy Gatling uses 14.5mm armour-piercing incendiary or high-explosive incendiary ammunition at a ferocious rate of fire that is devastating to anything short of heavily reinforced structures and heavily armoured vehicles. It is prone to overheating due to the incredible rate of fire, and can also burn through its’ drum of several thousand rounds relatively quickly, and the ammunition cannot be replaced in the field. - Heavy Laser
A more powerful version of the arm-mounted laser, the heavy laser is more bulky as a result. Like all lasers, it has a very long range, but the effective range is down to atmospheric effects and the targeting systems of the MAS Suit.
The Heavy Laser is more effective than its’ smaller counterpart against armour and ‘hard’ targets and uses a pulsed beam to avoid the problems of accumulated vaporised material disrupting the impact at the target point.
It is most effective when used in precision attacks against key systems or points on a target, and especially against stationary targets, due to the need to keep a focused impact on the target to cause damage.
Like the arm-mounted laser, it is a solid-state laser, and uses a dedicated battery pack that can be recharged over time. It is more limited in the battery capacity, however, due to the greater power requirements, and has less duration of fire than the lighter version.
The laser can be tuned to a blue/green wavelength to make it effective underwater, but this is a modification that cannot be performed in the field. - Automatic Grenade Launcher
A relatively straightforward adaptation of the Mark-47 Striker automatic grenade launcher, the AGL that can be mounted on an MAS Suits’ back hardpoint varies primarily by having a multi-feed system that can select between two different types of High Velocity 40mm grenades for each burst or shot of fire. The AGL mounted on the MAS Suit can fire any type of US/NATO High velocity grenade, as well as plasma grenades. - Recoilless Rifle
Sitting between the rocket and grenade launchers, a recoilless rifle can often be mistaken for a rocket launcher, due to its’ appearance and purpose on a battlefield.
Recoilless Rifles - while mostly out of use in favour of missiles and rockets - are very versatile in that they can load a variety of ammunition types, and tend to have a larger projectile for a comparatively low recoil. They also have no ‘minimum’ arming distance, unlike missiles or rockets.
The downsides are a comparatively shorter range, and the lack of guidance - unlike missiles, which are also lighter than recoilless rifles, and tend to be better armour penetrators.
The Recoilless Rifle that can be mounted on an MAS Suit is notable for its ability to choose from and fire multiple types of ammunition, via a cylinder-type loader that can load up to ten rounds of mixed types of 90mm recoilless shells.
Types available are:- Anti-personnel flechette
- High Explosive
- Plasma
- Incendiary
- EMP
- Smoke
- High Explosive Armour-Piercing
The rounds can be programmed via a built-in computer system to detonate in various patterns - i.e. with a delay or with a contact fuse - for added effects. The armour-piercing round is capable against armoured vehicles and structures at close range, when targeting their weak spots. They are not guided or self-propelled rounds, unlike missiles or rockets. - Grapple Launcher
The grapple launcher uses a compressed gas charge to fire an armour-piercing projectile that unfolds multiple hooks. It can either be fired to directly penetrate a target and the hooks unfold inside to brace it, or over an obstruction so that the hooks snag and catch on the object to anchor it. The armour penetration is relatively low, due to the muzzle velocity of the launcher, but it is designed for penetration against conventional building walls or thin-skinned structures, rather than against armoured vehicles or heavy structures like bunkers or fortifications.
The grapple is attached to a high-strength line that can support the weight of an MAS Suit, and this in turn is attached to a powerful electric winch that can retract the line when the grapple is disengaged. The launcher can be used as a weapon, though its effectiveness is limited, and it is more useful as a tool for scaling defences, as a ground anchor, and for other such purposes and utilities. - ECM/ECCM Pod
Not a weapon in the conventional sense, but one that can be used to affect enemy systems, the ECM pod contains a suite of electronic jammers that are capable of disrupting, jamming, and spoofing electronic signals, such as radar, radio and microwave communications, and other such signals. It cannot ‘hack into’ computer systems, especially closed and secure ones, and has no effect on other electrical or electronic systems. It is especially useful in detecting and jamming detonation signals for emplaced remote-detonated explosive devices.
The ECM pod also contains an ECCM system, Electronic Counter-Countermeasures, which can counter hostile jamming effects. The system is tied into the MAS Suits’ communications array, and is thus lower powered than aircraft or vehicle mounted systems, but is still effective over a moderate distance. - Advanced Communications Pod
The ‘sister’ system to the ECM/ECCM pod, the ACP is a suite of more powerful communications systems than those fitted to a standard MAS Suit. The ACP features higher-end communications gear, such as long range, high powered satellite communications, long-range, ultra-high and ultra-low frequency scrambled and encrypted radio, and other such systems that enable longer-range and more comprehensive communications than the standard battlefield ‘tactical’ comms suite found on the normal MAS. These features also include high-speed, high bandwidth data communication systems for transmission and reception of more comprehensive information with less loss of fidelity and higher speeds over longer ranges. The advanced comms pod also has software and hardware specifically dedicated to networking and managing communications systems and is better equipped for tying into a range of communications systems, allowing for greater overall awareness of the battlespace when working with multiple combined arms forces on a larger scale operation. This can help an operator manage an entire operation from a single MAS Suit and coordinate multiple air, land, sea and even space-based assets. - Advanced Sensor Pod
The advanced sensor pod equips an MAS Suit with a variety of additional sensors that are more specialised than those it carried. These include such things as a Magnetic Anomaly Detector, Seismic Sensors, Sonar, Chemical ‘sniffers’ and analysers that can identify particular compounds, and even exotic particle and electromagnetic analysis sensor systems that are useful in detecting and cataloguing the many unusual and exotic types of radiation and subatomic particles that are present around Mirrors. - Remote Drone
A disc-shaped, ducted-fan drone powered by an internal battery. About the size of a frisbee, it is nearly silent and has high-resolution cameras with infra-red and night vision modes, as well as a laser rangefinder and microphones and speakers fitted. It has approximately 15 minutes of flight time on a single charge, and can be recharged on the docking station fitted to the MAS Suit’s hardpoint. - Underwater Maneuvering/Weapons Unit (UM/WU)
The UM/WU uses both hardpoints on an MAS Suits’ backpack, as it is a large backpack unit that fits over the back of the MAS Suit. It features a pair of large fully rotating ducted electrically powered underwater propulsion units, as well several smaller maneuvering units, and extended life support equipment.
Additionally, it features a sonar system for underwater navigation, and high-powered spotlights. On top of this, it also accommodates a pair of medium-range light torpedoes (similar to those carried on naval helicopters, and with similar striking power).
It is very bulky, and thus of limited utility out of the water, but underwater turns an MAS into an enclosed diving and combat suit. - Space Propulsion System (SPS)
The Space Propulsion System is more or less a scaled-up version of the Manned Maneuvering Units (MMU’s) that astronauts use. Comprising a large backpack-like system, it covers both hardpoints on an MAS-Suit’s back, and utilises several cold-gas propulsion thrusters for movement in every direction, with computerised systems to automatically fire them according to the wearers’ input. It also features extended life support systems, including air recycling. - Battery Packs
A very simple system, the battery packs are just that; large banks of battery cells that add into the MAS Suits’ existing battery life and allow for longer operating times. Unfortunately, they are quite heavy and take up existing hardpoints, so are not often used - or often needed, due to the already existing battery life and ability for MAS suits to recharge in the field. - Parachute System
The parachute system is unusual, in that while it is mounted on the back hardpoints of an MAS Suit, it does not replace any weapon or other systems mounted there, but can be mounted in addition to them, via special fittings. A large fabric pack is attached between them, and also on the front of the MAS Suit. This contains both a main aerofoil-type steerable parachute and a reserve chute should the main one be damaged or otherwise inoperable. The system is rated and suitable for all kinds of parachute drops - HALO, HAHO, and other such drops - and features optional pre-programmed altimeters to open the parachute(s) at set altitudes. It can be ejected by a user override should there be danger of it becoming tangled on landing, as well as being able to be ejected once it is used.
SPEAR units are peculiarly organized and ranked due to their origins. As the coalition was formed of disparate groups of partisans with a variety of backgrounds, and many of them non-military, there were often few formal ranks. Despite this, due to the experience the Coalitions' non-human members had in combat, many of them were at least, if not more, experienced than the majority of their contemporaries and peers in the armed forces of the various human countries they were fighting alongside.
As such, during the initial months of the campaign against the Totality and during the Battle of the Monolith, the issue and question of ranks and organization was not given much heed, other than just to get people where they were needed and organise combat strategies and tactics.
Once that battle was over and there was something approaching some breathing space, however, the need for more formal organization was apparent, but a difficult thing to resolve.
As mentioned, there were a plethora of fighters and personnel with extensive experience in combat, tactics, strategy; weapons experience, and able to operate MAS, and other military vehicles and equipment - but no formal training and no ranks. And even among those that were, the ranks did not always directly equate to human military ranks, or they had been out of 'regular' service so long since their last promotion or review that they did not apply, and their responsibilities had grown or expanded wildly compared to their original scope.
As the SPEAR units were intended to represent a new organizational and operational paradigm and were operated, coordinated and managed by the interspecies Coalition rather than any one nation, groups, or force, there was room for concessions and compromises to be made.
With this in mind, the SPEAR teams adopted a unique system of rank titles: All SPEAR team members would go by the title of 'Operator'. Those who were more technologically, scientifically, or otherwise non-combat oriented - as their primary function, as all SPEAR operatives are expected and capable of combay - would be given the additional title of 'Specialist' and all commanding officers were simply titled 'Commander'.
If on the rare occasion that they were to deploy alongside or work with regular forces, SPEAR operators are considered equivalent to Lieutenants, while Commanders are equivalent to Captains, though situational and operational necessities may change this and SPEAR Operators - and especially Commanders - are expected and understood to be aware and flexible enough to adapt to such situations as necessary.
As such, during the initial months of the campaign against the Totality and during the Battle of the Monolith, the issue and question of ranks and organization was not given much heed, other than just to get people where they were needed and organise combat strategies and tactics.
Once that battle was over and there was something approaching some breathing space, however, the need for more formal organization was apparent, but a difficult thing to resolve.
As mentioned, there were a plethora of fighters and personnel with extensive experience in combat, tactics, strategy; weapons experience, and able to operate MAS, and other military vehicles and equipment - but no formal training and no ranks. And even among those that were, the ranks did not always directly equate to human military ranks, or they had been out of 'regular' service so long since their last promotion or review that they did not apply, and their responsibilities had grown or expanded wildly compared to their original scope.
As the SPEAR units were intended to represent a new organizational and operational paradigm and were operated, coordinated and managed by the interspecies Coalition rather than any one nation, groups, or force, there was room for concessions and compromises to be made.
With this in mind, the SPEAR teams adopted a unique system of rank titles: All SPEAR team members would go by the title of 'Operator'. Those who were more technologically, scientifically, or otherwise non-combat oriented - as their primary function, as all SPEAR operatives are expected and capable of combay - would be given the additional title of 'Specialist' and all commanding officers were simply titled 'Commander'.
If on the rare occasion that they were to deploy alongside or work with regular forces, SPEAR operators are considered equivalent to Lieutenants, while Commanders are equivalent to Captains, though situational and operational necessities may change this and SPEAR Operators - and especially Commanders - are expected and understood to be aware and flexible enough to adapt to such situations as necessary.














