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The ArmouryLIGHT GEAR COMBOS

Usage: Light gear combinations are intended for small water skirmishes or hit-and-run missions where speed and mobility are the keys to victory. Light gear combos can also be used in large battles, but the user will likely be outgunned by the larger, but bulkier weapons out there. Snipers may also find the light gear combos of use, though snipering requires a good ranged weapon as well.

Principle: Light, fast running, high mobility weapon and gear combination. Power is sacrificed for stealth and speed.

Base-Gear: Optimal clothing and stuff to keep handy:

  • running shoes
  • wind-breaker
  • sunglasses (for daylight battles)
  • hat with visor
  • small flashlight (for night battles)
  • string/rope and masking/duct tape (for almost anything)
  • one or two small water-balloons (just in case)
  • small walkie-talkie
  • small backpack (for stuff and weapons if needed)

Weapon Combos: Ideas for making the most of one's armoury:

Ultralight: SS 30/SS 50/SS MDS/XP 20/XP 40/XP 65/XP 70/XP 75/XP 90/SC 400 - smallest, lightest weapons. Will definitely not hold up in a squirt-fest but can be good for hit-and-run tactics.

Light: SS 100/XP 110/XP 150/SC 500/SC 600/CPS 1000 - a little larger weaponry, able to last a few seconds in a heated battle, but really meant for hit and run.

Light Combo I: SS 100/XP 110/SC 500/SC 600 with SS 30/SS50/SS MDS/XP 20/XP 40/XP 65/XP 70/XP 75/XP 90/SC 400 as back-up - good combination for light skirmishes. Not intimidating to see, but weapons pack a good punch. Easy to run with.

Light Combo II: XP 150/XXP 175/CPS 1000 with SS 30/SS50/SS MDS/XP 20/XP 40/XP 65/XP 70/XP 75/XP 90/SC 400 as back-up - the XP 150/XXP 175/CPS 1000 should be kept ready to use while the XP40/XP 75/SC 400 is used only for back-up.

Light Gear | Medium Gear | Heavy Gear | Sniper Gear


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Copyright 1998, 1999. R.G.

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