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Five Earth Corps — Armor Vibes & Part Variations

Five Earth corporations share the same weapon families, frames, part sockets, and armor families (Light / Medium / Heavy). Corporation identity is visual and material — not different socket layouts. Armor has no modular parts. Weapons use volume-locked modular parts with five corp variations per part socket.

References below are inspiration only. Terra Firma art must be original — no trademarks, logos, or exact copyrighted silhouettes.

Figure — Five Corps armor vibes (inspiration-only original TFA art).

Figure — Light / Medium / Heavy envelopes × five corp finishes.

Shared Contract

  • Same gun/melee frames and socket transforms across all five corps.
  • Same armor family envelopes: Light, Medium, Heavy — no armor modules.
  • Corp identity = materials, paneling density, decals, telemetry, part mesh finish.
  • Each modular weapon part socket has five corp variations (same volume, different look).
  • Part variations dial the same frame base stats (vol. 04 modular roles) — visuals only differ.
  • Corporation names still TBD; vibes below are LOCKED.

Corp 1 (C1) — Halo-set inspired

  • Working name: TBD
  • Reference feel: Halo MJOLNIR / Spartan armor language (game + movies) — inspiration only.
  • Read: Clean powered assault plates, heroic military silhouette, shield-tech fantasy, readable limbs, visor as identity.
  • TFA translation: Polished ceramic/composite plates, HUD visor bar, restrained markings, parade-ready Light→Heavy scale.
  • Light/Med/Heavy bias: Light: lean parade plates. Medium: classic assault shell. Heavy: full sealed knight MI.
  • Part finish language: Parade ceramic / chrome edge / clean HUD etch

Corp 2 (C2) — Mass Effect human inspired

  • Working name: TBD
  • Reference feel: Mass Effect human / N7-adjacent armor language (game) — inspiration only.
  • Read: Sleek ceramic special-ops, striped accent panels, slim helmet, fashion-forward military.
  • TFA translation: Smooth shells, accent striping, thinner seams, soft-tech luxury under hard plates.
  • Light/Med/Heavy bias: Light: slim SOF. Medium: striped operator shell. Heavy: still sleek, denser ceramics.
  • Part finish language: Sleek striped ceramic / soft-tech seams / fashion SOF paint

Corp 3 (C3) — Latest Doom inspired

  • Working name: TBD
  • Reference feel: Doom Eternal / recent Doom Slayer armor language (game) — inspiration only.
  • Read: Brutal, angular, aggressive spikes/vents, demonic-tech industrial, predator silhouette.
  • TFA translation: Aggressive facet cuts, exposed heat vents, scarred plating; Heavy bias looks mean.
  • Light/Med/Heavy bias: Light: angular scout. Medium: vented hunter. Heavy: predator siege plates.
  • Part finish language: Scarred angular facets / heat vents / predator industrial

Corp 4 (C4) — Starship Troopers MI inspired

  • Working name: TBD
  • Reference feel: Starship Troopers Mobile Infantry powered armor — novel / Roughnecks / OVA jump-trooper language preferred over 1997 film light kit — inspiration only.
  • Read: Classic powered infantry — bulky MI plates, jump-jet / drop-trooper fantasy, utilitarian war-economy military.
  • TFA translation: Thicker joint rings, drop-harness hardware, squad numerals, matte warpaint; issued kit, not parade chrome.
  • Light/Med/Heavy bias: Light: issued jump scout. Medium: standard MI. Heavy: drop-assault brick.
  • Part finish language: Matte warpaint / squad stencil / issued MI hardware

Corp 5 (C5) — Starfield full armored suit inspired

  • Working name: TBD
  • Reference feel: Starfield full armored / explorer spacesuit language (game) — inspiration only.
  • Read: Sealed multi-layer vacuum kit, life-support backpack/torso hardware, utilitarian plating over a full-body pressure suit, helmet as survival gear.
  • TFA translation: Sealed undersuit + bolted plate islands, life-support humps, matte vacuum-rated materials, corp expedition stamps; Light→Heavy = more plating over the same explorer envelope.
  • Light/Med/Heavy bias: Light: sealed explorer. Medium: plated expedition. Heavy: full armored vacuum siege suit.
  • Part finish language: Vacuum-rated matte / sealed bolts / life-support cabling accents
  • C1 Halo-like — sealed heroic military plates (parade/shield mythos).
  • C2 Mass Effect human — sleek special-ops ceramic fashion.
  • C3 Doom-like — brutal predator facets + vents.
  • C4 Starship Troopers-like — issued MI drop-trooper powered kit.
  • C5 Starfield-like — full armored explorer / vacuum expeditionary suit.

Weapon Parts — Five Variations Per Socket

Section titled “Weapon Parts — Five Variations Per Socket”

Every Augmented/Rare modular gun uses the same socket set for its family. For each shared socket below, loot/art can roll any of the five corp finishes. Volume bounds and which weapon variables the socket owns stay identical — corp finish changes look only.

Figure — Corp armor: each corporation owns one look language; Light / Medium / Heavy change plates only.

Figure — Exact weapon variables owned by each part socket.

Figure — Barrel: five corp looks · same variables.

Figure — Magazine: five corp looks · same variables.

Figure — Optic: five corp looks · same variables.

Figure — Stock: five corp looks · same variables.

Figure — Grip: five corp looks · same variables.

Shared Gun Sockets — Variables + 5 Corp Looks

  • Barrel
  • Primary variables changed: Range; Accuracy Falloff; Projectile / Pellet Velocity; Pellet Spread (Shotgun)
  • Secondary variables changed: Recoil; Barrel Jump; Handling
  • Corp variants: C1–C5 finishes (Parade ceramic … Vacuum-rated matte)
  • Note: Primary Range dial. Longer barrels usually trade Handling.
  • Magazine / Cylinder / Tube / Drum / Box Magazine
  • Primary variables changed: Magazine Size; Reload Speed
  • Secondary variables changed: Handling; Reserve Ammo
  • Corp variants: C1–C5 finishes (Parade ceramic … Vacuum-rated matte)
  • Note: Capacity vs reload tradeoff.
  • Optic / Sight
  • Primary variables changed: ADS Acquisition; Zoom Band; ADS Initial Accuracy
  • Secondary variables changed: Hip-Fire Effectiveness; Handling
  • Corp variants: C1–C5 finishes (Parade ceramic … Vacuum-rated matte)
  • Note: Does not rewrite Aim Assist baseline.
  • Stock / Shoulder Brace / Brace
  • Primary variables changed: Stability; Recoil Control; Barrel Sway
  • Secondary variables changed: Handling; Equip Speed
  • Corp variants: C1–C5 finishes (Parade ceramic … Vacuum-rated matte)
  • Note: Primary Stability / kick-settling dial.
  • Grip / Bipod-Grip / Grip-Brace
  • Primary variables changed: Handling; Equip Speed; Reload Speed
  • Secondary variables changed: Stability (minor); Hip-Fire Effectiveness
  • Corp variants: C1–C5 finishes (Parade ceramic … Vacuum-rated matte)
  • Note: Primary Handling dial. Bipod variants also help Stability when braced.

Family-Specific Sockets — Variables Changed

  • These also ship five corp finishes. Variables below are owned by the socket.
  • Bipod (MG / Heavy / Sniper)
  • Primary: Stability (braced); Barrel Jump/Sway (braced)
  • Secondary: Handling (undeployed); Mobility (braced)
  • Note: Braced-fire Stability spike.
  • Accelerator Coil / Rail (Fusion / Linear)
  • Primary: Range; Bolt / Beam Velocity; Stability (during charge)
  • Secondary: Handling; Impact
  • Note: Charge ms stays on the Frame. Coil never writes cadence.
  • Emitter Lens (Trace)
  • Primary: Beam Focus (Accuracy); Range; Tick Rate Feel
  • Secondary: Stability; Heat / Sustained Fire Window
  • Note: Trace focus / sustain dial.
  • Cell (Fusion / Linear / Trace / Glaive energy)
  • Primary: Magazine Size (shots / charges); Reload / Vent Speed
  • Secondary: Energy Efficiency; Reload / Vent Speed
  • Note: Energy capacity dial (mag analogue).
  • Tube (Rocket)
  • Primary: Projectile Velocity; Range; Blast Travel Time
  • Secondary: Handling; Reload Speed
  • Note: Rocket flight / engagement-distance dial.
  • Warhead Rack (Rocket)
  • Primary: Impact / Blast Damage; Blast Radius
  • Secondary: Magazine Size (rockets); Reload Speed
  • Note: Payload damage / AoE dial.
  • Limbs (Bow)
  • Primary: Damage (draw force); Range
  • Secondary: Hold Stability; Accuracy at Full Draw
  • Note: Bow power dial.
  • String (Bow)
  • Primary: Hold Stability; Handling
  • Secondary: Accuracy; Equip Speed
  • Note: Draw ms stays on the Frame. String never writes cadence.
  • Quiver (Bow)
  • Primary: Carried Count / Magazine Size; Reload / Nock Speed
  • Secondary: Handling
  • Note: Ammo capacity dial for non-mag weapons.

Melee Parts — Five Variations Per Socket

Section titled “Melee Parts — Five Variations Per Socket”

Melee frames use the same volume-lock rule. Each shared socket owns an O17 frame bar plus Primary/Secondary MeleeFeel dials (gun-module rules — feel, not affixes). V1–V5 = five named Refit lean-mesh variants per socket (effect packages TBA). C1–C5 = corp finish only (same AABB). See Melee Modules — V1–V5 Stubs and 2026-11-08-melee-part-exact-variables-design.md.

Figure — Melee shared sockets × five corp variations (variables fixed).

Figure — Shared sockets × five corp part variations.

  • Blade / Bit / Head / Tip / Talons / Cap
  • Primary variables changed: Base Damage (min–max); Attack Rating
  • Secondary variables changed: Weapon Speed; Reach
  • Note: Primary damage / AR dial.
  • Guard / Collar / Knuckle Plate
  • Primary variables changed: Block Chance / Block Rate; Defense while swinging
  • Secondary variables changed: Attack Rating (minor); Hit Recovery
  • Note: Defensive / control dial.
  • Grip / Haft / Shaft / Grip Wrap / Brace
  • Primary variables changed: Weapon Speed Modifier (WSM / IAS); Handling / Swing Recovery
  • Secondary variables changed: Attack Rating (minor); Equip Speed
  • Note: Primary speed / recovery dial.
  • Pommel / Butt Spike / Counterweight / Butt Cap / Balance Weight
  • Primary variables changed: Damage↔Speed Balance; Knockback Chance
  • Secondary variables changed: Stun / Crushing Blow bias; Handling
  • Note: Weight distribution dial.
  • Core / Cell / Servo
  • Primary variables changed: Channel Bias on Hit; Energy on Hit/Kill; Proc Chance
  • Secondary variables changed: Durability / Ethereal-analogue bias
  • Note: ARPG identity dial within frame bands.
  • Drops and Crafting Page can filter by corporation finish (C1–C5).
  • Mixed-corp kits are allowed (e.g. C5 barrel + C1 stock) unless a seasonal rule says otherwise.
  • Swapping corp finish never changes which variables a socket modifies. Finish-only Refit costs Dual Stack Cells only.
  • Part variants unlock on salvage (Family × Socket × Variant) and stay owned like Frames. They are not bag tiles — they unlock on Crafting like Frames.
  • Forge and Refit happen on the Crafting Page. Inspect on Character I is read-only for parts.
  • Legendary / Unique / Apex remain outside this modular corp-kit system — no Refit.

Numeric part tiers and exact mesh AABB sheets ship separately. This locks the five vibes, five-variations-per-part art rule, and exact part→variable ownership into the main GDD.