Cult Spec is the standard-issue CULT equipment for official operations. You need to have it in order to take part in Dynamic Events and other important ops. Keep in mind that you'll need a set of gear for every life you lose, so if you want to play two or more lives per event, you'll need two or more sets of gear. Keep the gear stowed in our headquarters at ArcCorp's Area18, because that's where we'll begin for every mission, and make sure to also BE there at the start of the mission. Don't expect us to wait for you while you fly over from somewhere else for half an hour.
We have three ranks for now: Cult Master Chief (me), Cult Commander (ysignal, recoil, ChevRage), and Cult Inquisitor (everyone else; about 11 people last I checked iirc, though not all of them are on active duty). I'll make another thread to discuss the ranks. The Master Chief rank is inspired by Halo, Inquisitor by Warhammer 40k, and Commander is of course from Wing Commander.
For every rank we have two sets of gear—ground and space; plus a list of approved vehicles. These lists will always be a work-in-progress as we learn more about the gear and vehicles, and as the universe is enriched with more new gear and vehicles. There'll also be many specialized loadouts like scout, sniper, assassin, etc. But for now, I am only going to be posting the basic ground gear we'll be using on Friday's Jumptown mission. You are encouraged to post suggestions for changes to any of these lists and loadouts, plus suggest entire new specialized loadouts, including for industrial or even recreational purposes.