Hazard Kits

From Auto Assault Wiki

Hazard Mode

The Central Wastelands can be a very dangerous place. Despite the fact that the three races utilize powerful physical, technological, and mental capabilities that allow them to survive in such a hostile environment, there are times when even more is required. Thus, the various races have developed special abilities that can grant enormous destructive power to the individual for short periods. While the three races each have different abilities, they all have a tendency to call it "Hazard Mode."

Hazard kits generally control a vehicle's Hazard Mode - for example, the duration of Hazard Mode and what is required to charge up Hazard Mode for use again. The Hazard Mode meter is located in the Quick Bar, in-between the red INC button and the #1 Quick Slot. As you battle your way through the wastelands, you will see it fill up over time until the entire button is green.

Hazard kits also provide special race-specific statistics and boosts:

  • Human hazard kits create a shield around the chassis that essentially acts as a set of regenerating hit points. Higher-level hazard kits produce more effective shields.
  • Mutant hazard kits allow the chassis to automatically repair itself.
  • Biomek hazard kits provide a defensive boost. Higher-level hazard kits provide a more effective boost.

When Hazard Mode is engaged, all normal weapons and skills are disabled. This is not as much of a hindrance as one would think - a chassis in Hazard Mode is far more powerful than a normal chassis.

Each race has a unique Hazard Mode ability:

  • The Humans use a modification of their advanced shield technology to create an inversion effect, effectively creating a shield around the chassis while giving the ability to call on a high-energy beam from orbit.
  • Biomek chassis can transform into robot juggernauts, the specific capabilities of which depend on the type of hazard kit used.
  • A Mutant chassis in Hazard Mode uses a melding of phase-shift abilities and the Contamination to form a free-roving negative energy field, which can damage any enemy within range and move in bursts of great speed.

Hazard mode cannot be activated until a character has reached level 40 and equipped an appropriate hazard kit - before level 40, the kits provide only the aforementioned statistical boosts. A quest must be completed in order to earn the ability, as well.

Hazard kits are differentiated by level - you may upgrade your hazard kit before reaching level 40, and you may upgrade it beyond level 40. They are even craftable. Some hazard kits even have enhancements, the most effective of these being for biomek and human players, that it can auto-repair a player vehicle. Mutants can realize even greater self-repair with a good hazard kit that also has this auto-repair enhancement.