Proposed Armordyne Rules:
At first level the pilot gains Armordyne Proficiency (Feat) and chooses from one of  specialties.
|Officer||Combat Engineer||Grunt||Gunnery Officer|
|Sniper||Science Officer||Iron Shield||Slipsman|
Every dyner has access to certain general use and weapon-based ability trees. Each specialty gains access to unique ability trees and some partially overlapping trees.
Dynes can be equipped with a large-sized version of nearly every weapon otherwise available. However, ’dynes are also capable of wielding unique and experimental weapons not otherwise available. ’Dyners train to use these weapons in specialized ways, and there are ability trees that allow special uses for many.
|Spinsaw||A whirling circular saw blade designed to cut through organic material and light armor rapidly. Originally adapted from lumber-harvesting ’dynes.|
|Assault Drill||A heavily reinforced drill that, though unwieldy, can chew through stone and metal with equal ease. Originally used by ore-mining ’dynes.|
|Lanceter||Based on ancient designs from the late-Demothian Wars of Dissolution discovered during the New Flowering, the Lanceter is a large lance with between one and eight gun barrels set into the oversized guard and laid along the shaft. Modern variants of the lanceter can also fire the bladed foreparts of the lance once as a devastating piercing rocket attack.|
|Cutting Torch||Combining Teknomantics and Science, the intense heat of a Cutting Torch can melt through almost anything at close range|
|Chemical Thrower||Used to disperse active alchaemical compounds with various effects. Acid and combustion throwers are the most common.|