The three familiar armor types from Tribes are available:
Favored by most players for its speed, this armor allows the player to jetpack higher than other armor types, but weapon carrying capacity is limited to three weapons. Players in light armor are the only ones who can pilot the Wildcat hovercycle, wield a laser rifle (requires energy pack) or use a cloaking pack, but they cannot place deployable stations or turrets. The Scout has, by far, the fastest running and flying speeds in the game.
Strikes a good balance between firepower and mobility. Weapon capacity is one higher than that of the Scout. This armor can absorb significantly higher levels of damage than the Scout, and the wearer can pilot any vehicle other than the Wildcat Grav Cycle. This armor has good jetpacking ability, is well-suited for deploying turrets and quick base assaults.
The ultimate in assault capability. The wearer can carry five weapons, but cannot pilot any vehicles. The Mortar weapon is exclusive to this armor. This armor is best known for its outstanding defensive capabilities: it's heavy in mass, making it hard to blow off of a surface (this is important in flagstanding), it has a wide variety of inventory choices, and it has good durability. But, for these advantages, there is a downfall: movement in this armor is excruciatingly slow. Jetting is even more difficult, as the wearer can only jet a fraction as high or fast as other armor types. If the player needs to get to the other side of the map or another place of battle, a player, in lighter armor, must pick them up in a HAVOC Heavy Transport. It is suggested that skiing be utilized when possible, especially for this armor class.