Numbers listed on (white & grey rows) represent maximum number of bullet rezzers of one type
Numbers listed on (slate blue & light blue columns) represent maximum number of bombs of one type
Unit acronym is followed by [#] - This represents the maximum Payload Capacity for bombs
Bomb acronym is followed by (#) - This represents the "weight" of each type of bomb. Total "weight" cannot exceed Payload Capacity and qty of one type cannot exceed the number listed in the table.
* INF may only use CMG from a sitting position. CMG weapons will not fire if the avatar is running or standing.
**KMK is an optional attack available to select units that does not take up a capacity slot.
1. Unit Hit Points refers to how many hit points each unit has available. Hit points values are not linear, as each unit has a unique armor value.
2. Damage Factor refers to how much each weapon will inflict on a target. Lighter weapons have higher rates of fire, but can be prone to overheating (needing a cooldown period) if firing at sustained rates. (Infantry weapons must be reloaded. Heaver weapons have lower rates of fire.
Please note that for bombs, damage is calculated from the bounding box of the vehicle or avatar. The equation to calculate bomb proximity damage is: (table value)/distance^2
3. Available Rezzers / Amount Can Carry - Most units can carry a primary bullet type weapon, as well as a secondary area effect weapon, such as a bomb.
The area to the left in white and grey refers to how many simultaneous bullet rezzers can be carried by each type.
The area to the right in blue and light blue refers to total quantity of bombs of any one type that a unit can carry. Additionally, units can carry more than one type of bomb, as long as the Payload Capacity is not exceeded. Multiple bomb loadout configurations are possible, but changing them in game will reset the bomb reload timer (10 seconds).
4. Additional Bullet Rezzer Quantity Rules - You can mix and match bullet rezzers as long as the maximum number of rezzers for any given type is not exceeded.
To illustrate this, here are several examples:
Referencing the above table, we see that the HFG unit type can carry up to (4) CMG bullet rezzers, or any combination of (2) LMG, HMG, or CAN. What this means is that using the CMG type weapon, you can have up to (4) CMG rezzers, but you could not have (2) CMG + (2) LMG. Why isn't this allowed when you could equip (4) CMGs? With the HFG unit you could carry any combination of (2) LMG, HMG, and CAN rezzers (ie: 1 LMG + 1 CAN, 1 LMG + 1 HMG, etc), but if you have (2) CMG + (2) LMG/HMG/CAN, it would break the accounting rules for LMG/HMG/CAN, which only allow a maximum of (2) rezzers, since you would have (4) rezzers total.
Why was this done this way, why would I want (4) CMG that deal a total of 20 damage to an ALA when I could have 200 damage with (2)CAN?
This was done to prevent disproportionate damage dealt by full auto weapons such as LMG and HMG. (4) CMG would allow for a high volume of bullets, for a very high chance of striking a target, at the expense of total damage dealt. (2) LMG would deal a similar amount of damage as (4) CMG, but if (4) LMG were to be allowed gameplay would begin to be affected, where lightly armored targets would be decimated in less than a second. No fun. While (2) CAN in an HFG could deal a whopping 200 points of damage, the rate of fire for CAN is very low and chances of striking a highly mobile air unit like ALA with that weapon becomes more improbable.