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Joker Quest: Hollow Sun Guide 5.4

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  1. HELLION HARDSHELL PRODUCTION:
  2. [X] OFF
  3. [ ] LOW
  4. [ ] MEDIUM
  5. [ ] HIGH
  6.  
  7. VIRTUE HARDSHELL PRODUCTION:
  8. [X] OFF
  9. [ ] LOW
  10. [ ] MEDIUM
  11. [ ] HIGH
  12.  
  13. CHERUBIM HARDSHELL PRODUCTION:
  14. [X] OFF
  15. [ ] LOW
  16. [ ] MEDIUM
  17. [ ] HIGH
  18.  
  19. CHAYOT HARDSHELL PRODUCTION:
  20. [ ] OFF
  21. [X] LOW
  22. [ ] MEDIUM
  23. [ ] HIGH
  24.  
  25. THRONE HARDSHELL PRODUCTION:
  26. [ ] OFF
  27. [X] LOW
  28. [ ] MEDIUM
  29. [ ] HIGH
  30.  
  31. HELIOS HARDSHELL PRODUCTION:
  32. [X] OFF
  33. [ ] LOW
  34. [ ] MEDIUM
  35. [ ] HIGH
  36.  
  37. ESSENCE CORE PRODUCTION:
  38. [ ] OFF
  39. [X] LOW
  40. [ ] MEDIUM
  41. [ ] HIGH
  42.  
  43.  
  44. VEHICLES:
  45.  
  46. [ ] BAY I - RED COMET (SUPERHEAVY VEHICLE - 120% COBALT BOOSTER to summon.)
  47. [ ] BAY II - ASSAULT ROADER (MEDIUM VEHICLE - 60% COBALT BOOSTER to summon.)
  48.  
  49.  
  50. CORRECTORS:
  51.  
  52. [ ] CHAMBER I - CALIBAN (CLASS: A)
  53.  
  54.  
  55. HELLION RESEARCH: (20% COST to begin.)
  56.  
  57. [X] RESEARCH: ASSAULT HARDSHELL (Unlocks Throne-class Assault Hellions)
  58. [X] UNLOCKED: SERAPHIM COMMAND MODULE (Unlocks Virtue-class Command Units.)
  59. [X] RESEARCH: SIEGEBREAKER CHASSIS (Unlocks Cherubim-class Heavy Units.)
  60. [X] RESEARCH: FALSEHOOD ARRAY (Unlocks Chayot-class Support Units.)
  61. [X] RESEARCH: HELIOS MATRIX (Unlocks Helios-class Sniper units.)
  62. [ ] RESEARCH: SUPERHEAVY CHASSIS (Unlocks Mastema-class Destroyer units.)
  63. [ ] RESEARCH: TEMPEST HARDSHELL (Unlocks Tempest-class Air Superiority Units.)
  64. - LOCKED: NARTHECIUM ARRAY
  65. - LOCKED: ARCHANGEL CHASSIS
  66.  
  67.  
  68. WEAPON RESEARCH: (10% COST to begin.)
  69.  
  70. [X] INDUCTION BLASTERS (Unlocks Induction weaponry in the Hellion Armory)
  71. [X] MASS DRIVER (Unlocks Linear Accelerator in the Hellion Armory)
  72. [X] DISINTEGRATOR CANNON (Unlocks Disintegrator weaponry in the Hellion Armory)
  73. [X] COBALT LASER (Enhances Photonic weaponry in the Hellion Armory)
  74. [X] MACHINE CANNON (Unlocks High-Impact weaponry in the Hellion Armory)
  75. [ ] HEAVY FUSION CELL (Unlocks Heavy Fusion Cell for production.)
  76. [X] MICRO-SCALE SUSPENSORS (Unlocks an additional Heavy Weapon slot.)
  77. [X] POSITRON LANCE (Unlocks Positron weaponry in the Hellion Armory)
  78. [X] VECTOR TRAP (Allows for rapid cycling between stored and readied weapons.)
  79.  
  80. HELLION UPGRADE: (15% COST to begin.)
  81.  
  82. [X] PHOTON SHIELD GENERATOR (Hellions have integrated energy shields.)
  83. [X] GOSPEL RELAY (You can now give direct orders to Hellions within line-of-sight.)
  84. [X] ENDOSTEEL INTERNAL STRUCTURE (Hellions are more maneuverable.)
  85. [X] SAMAEL CIRCUIT (Hellions now process Essence from their kills.)
  86. [X] PHASE RESONATOR (Hellions have a longer operation time.)
  87. [X] REACTIVE PLATING (Hellion armor adapts to incoming attacks.)
  88. [X] ESSENCE ASSIMILATOR (When a Hellion is destroyed, adjacent Hellions absorb the Essence Core to
  89. empower themselves.)
  90. [ ] ARC CHARGER (Hellions generate lightning when in flight.)
  91. [X] SCRANDER PROPULSION SYSTEM (Hellions now have Jet Scranders.)
  92. [ ] SHRIKE FLECHETTE PROJECTOR (Hellions now have Shrike Fragmentation Blades.)
  93. [X] SOLARIS GENERATOR (Hellions now have Solaris Enhancement Arrays.)
  94. [X] AUDITIO ARRAY (Virtue-class units can now receive and relay orders from the Dominion to
  95. the rest of the flight.)
  96. [ ] CHOIR BEACON (Virtue-class units now passively boost all other Hellions in the vicinity
  97. [ ] DIRGE CASTERS (Virtue-class units now have ECM suites.)
  98. [ ] STURM BOOSTER (Cherubim-class units now have Sturm Booster external propellant systems.)
  99. [ ] OVERDRIVE INFUSER (Cherubim-class units can now greatly increase their strength and speed for a
  100. short period of time.)
  101. [ ] INCOM SYSTEM (Cherubim-class units are now individually equipped with two Interceptors.)
  102. [ ] FAUST IMPACTORS (Cherubim-class units are now equipped with enhanced Crisis Arms.)
  103. [ ] IGNITH ARRAY (Cherubim-class units are now equipped with shoulder-mounted heat cannons.)
  104. [ ] SEISMIC DISRUPTORS (Cherubim-class units are now equipped with Quake Cannons.)
  105. [ ] DISTORTION HALO (Chayot-class Hellions are now equipped with Distortion Halos.)
  106. [ ] DUAL-PHASE MICROSTRUCTURE (Chayot-class Hellions can now use both their cloaking and distortion
  107. abilities simultaneously.)
  108. [ ] EROSION FIELD STABILIZERS (Chayot-class Hellions can now expand their space-twisting field to target
  109. an area instead of a single subject.)
  110. [ ] WARP CAPACITORS (Chayot-class Hellions can now sustain their effects for a longer period of time.)
  111. [ ] DISRUPTION PROJECTOR (Throne-class Hellions can now disrupt systems with their Distortion Halos.)
  112. [ ] MICROCOMPACT FUSION REACTOR (Throne-class Hellions have a net improvement in all
  113. parameters.)
  114. [ ] STORM-GLOAM (Throne-class Hellions can combine their output with other units - And Chayot-class
  115. Hellions to create a localized storm.)
  116. [ ] KINESIS REGULATOR (Throne-class Hellions can engage their Distortion Halos for a longer period of time.)
  117. [ ] INDUCTION WAVE GENERATOR (Throne-class Hellions can now create large-scale Induction Blasts.)
  118. [ ] PHASE MATRIX (Helios-class Hellions can now fire through solid objects without damaging them.)
  119. [ ] DARKLIGHT SHROUD (Helios-class Hellions are invisible as long as they remain stationary.)
  120. [ ] CYNOSURE SCOPE (Helios-class Hellions no longer require individual line-of-sight on targets.)
  121. [ ] OCULAR LINE (Helios-class Hellions can now transmit targeting data to you.)
  122. [ ] TELEPORT FIELD STABILIZER (Helios-class Hellions - When summoned - no longer need to appear directly adjacent to
  123. you.)
  124. [ ] ENERGY CONDENSER (Helios-class Hellions have less charging time between shots.)
  125. [ ] POSITRON ACCELERATOR (Helios-class Hellions now have Positron Sniper Rifles)
  126.  
  127.  
  128. LEUKOCYTE UPGRADE: (25% COST to begin)
  129.  
  130. [X] DISTORTION CANNON (The Leukocyte now has a new firing option - The ability to teleport a large
  131. quantity of superdense base matter into the target zone, explosively
  132. destabilizing the surrounding area. This firing mode can be utilized
  133. underground.)
  134. [ ] MAGMA CANNON (The Leukocyte now has a new firing option - A superheated beam meant for coring
  135. through hard matter and destroying superstructure.)
  136. [ ] SYNAPSE CAPACITORS I (All of the Leukocyte's weapons cost 5% less to fire. This upgrade may be
  137. taken multiple times.)
  138. [ ] ALL-ASPECT SENSOR ARRAY (Increases the Leukocyte's accuracy.)
  139. [X] SOLARIS CHARGING MATRIX I (Reduces the time taken for the Leukocyte to charge.)
  140. [ ] SOLARIS CHARGING MATRIX II (Further reduces the time taken for the Leukocyte to charge.)
  141. [ ] SECONDARY RELAY STATION I (Reduces the time taken for the Leukocyte to lock onto the target.)
  142. [ ] POSITRON DESIGNATOR (Unlocks a hand-held personal designator, with the capability to 'mark'
  143. targets within line-of-sight.)
  144.  
  145.  
  146. RED COMET UPGRADE: (15% COST to begin)
  147.  
  148. [ ] CYCLIC SHIELD MATRIX (The dual-phase shield recharges/changes modes faster.)
  149. [ ] CASCADE RESONATOR (You can now utilize Codebursts while piloting the Red Comet.)
  150. [X] GALVANIC EMITTERS (The Armory Guardian can now generate an anti-personnel shock field.)
  151. [ ] GUARDIAN AI VER. 1.0 (The Armory Guardian now has a primitive AI, allowing it to function
  152. autonomously.)
  153. [X] TELEPORT HOMER (Unlocks a matter transfer beacon, allowing the Red Comet to be teleported
  154. directly to your location)
  155. [ ] BREACHING SPIKES (Equips the Red Comet with high-density drills, allows for the rapid
  156. denudation and destruction of matter.)
  157. [ ] VOID ORDNANCE ARRAY (You can now load the Red Comet with Void Anchors, which can be launched as
  158. direct-fire missiles.)
  159. [ ] DISRUPTOR ARRAY (The Armory Guardian can now jam communications and sensors in the area.)
  160. [X] MULTICORE CONVERTER (The Armory Guardian's internal structure now gradually regenerates with
  161. each kill.)
  162. [ ] MODULAR AMMUNITION SYSTEM (The Red Comet's 30mm cannons can now be loaded with AP, incendiary and
  163. shatterstack munitions.)
  164. [ ] TACTICAL LAUNCHER (The Red Comet's Fragmentation Launcher can now be loaded with Chaff, Smoke
  165. and Acid rounds.)
  166. [X] MIMETIC ALLOYS (The Red Comet's energy resistance increases, while the radar profile
  167. decreases. The combat chassis can now change hue at will.)
  168. [X] GRAVIMETRIC NEXUS (The combat chassis's gravimetric suspensors are greatly enhanced.)
  169. [ ] PANOPTIC ARRAY (The Red Comet now has a backup sensor array, in the form of self-propelled
  170. Argus Bits.)
  171. [ ] INDUCTION CHARGE CAPACITORS (Improves the rate and power of the Induction Blasters.)
  172. [X] MYOMER HYPERTROPHY (Increases the Armory Guardian's strength and speed, as well as the weapon
  173. capacity.)
  174. [ ] CHASSIS REINFORCEMENT I (Increases the Red Comet's durability, as well as the weapon capacity.)
  175. [ ] REFLECTOR BITS (The Armory Guardian is now equipped with self-propelled Reflector Bits,
  176. allowing for greater spread of the Cobalt Lasers.)
  177. [ ] THANATOS INFUSER (The Armory Guardian gains a boost to Energy with each kill.)
  178. [ ] NITRO BOOSTER (The Armory Guardian can now mimic the Cobalt Booster's enhancement functionality.)
  179. [ ] LIFTER SYSTEM I (The Armory Guardian is now capable of low-level flight.)
  180. [ ] ZERO-POINT DRIVE I (The Armory Guardian is now capable of driving up - And anchoring against - vertical
  181. surfaces.)
  182. [ ] HIGH-YIELD GENERATOR I (The Armory Guardian regenerates Energy at a faster rate.)
  183. [ ] NOVA REACTOR (The Armory Guardian has a higher Energy capacity.)
  184. [ ] PROGENITOR ENGRAM (The Armory Guardian's ammunition reserves now gradually regenerate.)
  185. [ ] STRIKE HARKENS (The Armory Guardian can now launch grappling cables.)
  186. [ ] FALSEHOOD GENERATOR (The Armory Guardian can now briefly cloak.)
  187. [ ] POSITRON LANCE ARRAY (The Armory Guardian can mount long-range Positron Lances as sponson weapons.)
  188. [ ] PLASMA DESTRUCTOR (The Armory Guardian can replace the VSBR with a high-yield Plasma weapon.)
  189. [ ] SPINAL REACTOR (Mounts a secondary reactor on the Armory Guardian.)
  190.  
  191.  
  192. HOLLOW SUN UPGRADE: (30% COST to begin)
  193.  
  194. [ ] QUANTUM ACCELERATOR (Allows you to accelerate the rate of research by spending more Hollow Sun energy.)
  195. [ ] VEHICLE BAY III (Unlocks an additional Vehicle Bay for use with the Teleport Homer.)
  196. [ ] MODULAR FRAME - HELLION (Hellion hardshells are now compatible with your armor, allowing them to replace damaged
  197. or destroyed limbs with balanced parts.)
  198. [ ] MODULAR FRAME - VIRTUE (Virtue hardshells are now compatible with your armor, allowing you to replace damaged
  199. or destroyed limbs with high-performance parts.)
  200. [ ] MODULAR FRAME - CHERUBIM (Cherubim hardshells are now compatible with your armor, allowing you to replace damaged
  201. or destroyed limbs with heavy-duty parts.)
  202. [ ] TRANSFORMATION SERVOES - HELLION I (Hellions can now be reconfigured into Ardor Grip auxiliary charge units.)
  203. [ ] TRANSFORMATION SERVOES - VIRTUE I (Virtue-class units can now be reconfigured into Metatron Wing flight units.)
  204. [ ] TRANSFORMATION SERVOES - CHERUBIM I (Cherubim-class units can now be reconfigured into shoulder-mounted Goliath cannon
  205. arrays.)
  206. [X] DIRAC TRANSMITTER I (Allows for short-range communication via Joker Icons, with a delay between
  207. transmissions.)
  208. [ ] DIRAC TRANSMITTER II (Expands and upgrades the network, facilitating rapid communication.)
  209. [ ] NEUTRONIUM REFINERY (Allows for the mining of Neutronium in industrial quantities, for use in superheavy
  210. frames and relics.)
  211. [ ] FIRMWARE UPGRADE (Improves the AI routines controlling Hellions, allowing them to improve combat
  212. efficiency.)
  213. [ ] CORE PROCESSOR (Allows for the creation of high-performance Core Units, for use in specialized
  214. Hellions.)
  215. [X] ASSIMILATION FACILITY (Allows for the capture and conversion of Correctors.)
  216. [ ] STASIS CHAMBER II (Unlocks a second Stasis Chamber for use with Correctors.)
  217. [ ] AUGMENTATION ENGRAM I (Allows for more effective augmentations in the Assimilation Facility.)
  218. [ ] INTEGRATION PROTOCOLS (Essence signatures can now be combined in the Grinder to produce more potent
  219. Relics.)
  220. [ ] TACHYON GENERATOR (Allows for the creation of Tachyon weaponry and facilities.)
  221. [ ] VECTOR DRIVE (Allows for the manipulation of localized space via Vector Trap technology.)
  222.  
  223.  
  224. MEGA-PROJECTS:
  225.  
  226. (Note: Mega-projects can be purchased in 10% installments of Hollow Sun energy, but construction only begins when the cost is met. You can only have one mega-project under construction at a time.)
  227.  
  228. [ ] CALAMITY CANNON (COST: 200%)
  229.  
  230. (When the DOMINION is deployed, an automated artillery platform - The CALAMITY CANNON - detaches from the Hollow Sun.)
  231.  
  232. [ ] POSITRON MEGAREACTOR (COST: 250%)
  233.  
  234. (Replaces the DOMINION'S power source with a Positron Reactor, greatly increasing the flight time and yield of all energy-derived systems.)
  235.  
  236. [ ] CASTIGATOR ARMOR (COST: 150%)
  237.  
  238. (When the DOMINION is deployed, the pilot is equipped with an advanced Hellion hardshell as a superheavy frame.)
  239.  
  240. [ ] RAPTURE BEACON (COST: 250%)
  241.  
  242. (When the DOMINION is deployed, the Hollow Sun releases a beacon that calls for Correctors to converge and attack the designated target.)
  243.  
  244.  
  245. ARMORY:
  246. [ ] UNLOCK RELIC - 25% COST per unlock.
  247.  
  248. GRINDER:
  249. [ ] CONVERT ESSENCE SIGNATURE
  250. - IRON OGRE
  251. - CANKER EATER
  252.  
  253. TERMINUS SCANNER:
  254. [ ] UNLOCK FRAME LIMITERS - 50%
  255. [ ] PRIMARY ACTIVATION - 100%
  256. [ ] TERMINUS ENHANCEMENT - 150%
  257.  
  258. ASSIMILATION FACILITY:
  259. [ ] EXCRUCIATION IMPLANT - 50%
  260. [ ] FRAME AUGMENTATION - 100%
  261. [ ] MACRO-SCALE RECONSTRUCTION - 150%
  262.  
  263.  
  264. UNLOCKED:
  265.  
  266. VIRTUE-CLASS HELLION:
  267.  
  268. Equipped with sophisticated targeting and sensor arrays, Virtues function as mobile command units, allowing for better coordination amongst Hellions. Disorganized, the flock is a blunt instrument - Seeded with Virtues, it is a scalpel. Virtues will automatically take command of Hellion squads, and independently coordinate attacks on targets.
  269.  
  270. While lightly armed and armored, Virtues are significantly more agile than standard Hellions - Relying on paired handguns to keep up a constant hail of fire.
  271.  
  272. CHERUBIM-CLASS HELLION:
  273.  
  274. Heavily armed and armored, the Cherubim are the hammer of the Hollow Sun - Each one equipped with a Crisis Arm and a heavy weapon, allowing them to lay down incredible fusillades of fire. Cherubim are immensely resilient - Albeit slow and lumbering - and can greatly increase a Hellion squad's firepower. Notably, Cherubim are capable of flight - But with effort, not grace. In combat, Hellion squads will automatically provide a defensive screen, allowing the Cherubim to reach their targets.
  275.  
  276. Due to the inherent versatility of the heavy-duty hardshell, Cherubim can be upgraded to carry a massive array of specialized weaponry - Most of which can be adapted for general use.
  277.  
  278. CHAYOT-CLASS HELLION:
  279.  
  280. Sleek and limbless, with forms that resembles carved chess pawns and torsos that tapers into hovering spikes, Chayot-class Hellions have a distinctly inhuman appearance...When they are in fact visible at all. Marked with distinct silver circuitry, Chayots are equipped with a sophisticated Falsehood Array that constantly shrouds them in holographic 'masks' of distorted illusion. Unlike most Hellions, Chayots are unable to use Hellion weaponry: However, they are by no means harmless.
  281.  
  282. The passive application of the Falsehood Array twists light to effectively render allied Hellions - Within a certain distance - invisible, though the cloak technology works best when the targets are stationery. In motion, the cloaked targets are semi-visible, heat-haze suggestions that can eventually be detected. Spaced out amongst squads, Chayots can cloak Hellions en masse.
  283.  
  284. When active, this distorting effect can be projected into an invisible force that folds, spindles, and mutilates the target. While Chayots are only able to focus this effect on a single target at a time, and are unable to use their cloaking ability, this power is extremely destructive.
  285.  
  286. THRONE-CLASS HELLION:
  287.  
  288. Larger and visibly more powerful than lesser classes of Hellion, Throne-class hardshells represent a paradigm shift away from mass production - Reflecting the refined process used to create them. Incorporating a higher-yield reactor and more powerful thrusters, Thrones combine the high performance of Virtue-class Hellions and the improved resilience of Cherubim, without the specialized role of either class; While capable of utilizing Hellion weaponry, Thrones generally rely on the versatile Distortion Halo incorporated into their frame - An streamlined improvement of the Chayot-class Hellion's Falsehood Array, meant for rapid use in combat rather than concealment.
  289.  
  290. This unique weapon system allows Thrones to generate localized distortions - Manifesting as visible spheres, arcs or webs of charged force - that converges upon targets and rends them. Less destructive, but faster and more efficient than the specialized Chayot projector, this halo effect can be configured for both anti-personnel and anti-armor use.
  291.  
  292. HELIOS-CLASS HELLION:
  293.  
  294. Deceptively slender, with a distinctive flip-down targeting visor and a slighter frame, Helios-class hardshells are extremely fragile in form and construction - Belying the complex array of precision sensors integrated into this particular brand of Hellion. Unlike their more robust brethren, Helios-class Hellions are slow - Or painstaking, rather - and incapable of sustained flight, relying on their wings to reposition themselves rather than evade attacks. Notably, the wing-arrays are especially fragile - Due to their dual purpose as heat sinks, to regulate the enormous energy output of their trademark weapon.
  295.  
  296. Each Helios-class hardshell is partially integrated - Specifically, built-around - a high-output energy rifle, roughly the height of the Hellion itself. These weapons are both extremely long-ranged and extremely deadly, capable of picking out individual targets at a range of several kilometers. Upon discharge, their rifles release ravening beams of ice-blue energy that can dissect targets with surgical precision: Unfortunately, due to the massive energy demands, there is a significant delay between each shot.
  297.  
  298. In their designated role as snipers and assassins, Helios-class hardshells bear an array of magnetic clamps and bolt lines, allowing them to secure themselves to nearly any flat surface - Horizontal or vertical. While extremely vulnerable and slow to act, Helios-class hardshells can also be extremely effective when put to the right use.
  299.  
  300. PHASE RESONATOR:
  301.  
  302. All Hellions have now been fitted with Phase Resonators, allowing them to remain operational for a longer period of time when deployed. In addition, the Phase Resonators make Hellions substantially more resilient to damage, resulting in a net increase in HP.
  303.  
  304. ESSENCE ASSIMILATOR:
  305.  
  306. When a Hellion is destroyed, adjacent Hellions absorb the Essence core to empower themselves.
  307.  
  308. GOSPEL RELAY:
  309.  
  310. You can now give direct orders to Hellions within line-of-sight.
  311.  
  312. REACTIVE PLATING:
  313.  
  314. Hellion armor now adapts to compensate for damage received, increasing Hellion durability; With the Gospel Relay and Virtues, this information can be rapidly communicated to all other Hellions in the choir, allowing for a rapid and precise identification of the the nature of the weaponry being brought to bear.
  315.  
  316. TERMINUS SCANNER:
  317.  
  318. An advancement on Vitruvian Device technology, adapted from the self-assembling nanomachines of the Daegal armour, the Terminus Scanner is a comprehensive upgrade suite capable of embedding new functions into a designated Player.
  319.  
  320. Unlike the Vitruvian Device's pre-loaded upgrades - the Terminus Scanner actively analyses the targeted armour, and unlocks the potentials inherent in the Player's Frame. This activation has three levels, each more invasive than the last:
  321.  
  322. i) At 50% charge, the Hollow Sun isolates and unlocks areas of potential development, derived directly from Player subjected to the process.
  323.  
  324. ii) At 100% charge, the Terminus Scanner triggers the Player's accumulators, effectively 'forcing' the enhancement - While significantly more traumatic, the target subsequently unlocks the first stage of his new upgrades.
  325.  
  326. iii) At 150%, the process is less 'enhancement' than 'remodeling' - Drawing on the Player's own Essence to fuel the change. While this has the highest possibility of terminal failure, the designated Player emerges with the most immediate increase in power and functionality.
  327.  
  328. (tl;dr - The Terminus Scanner offers three scaling levels of upgrades.
  329.  
  330. At 50%, it unlocks new upgrade options which can be selected at a later level; At 100%, it unlocks new upgrade options, AND gives the Player a free level in one. At 150%, the Terminus Scanner attempts to give the Player a level in *each* one of his new upgrade paths.
  331.  
  332. The upgrades granted are specialized and 'tailored' to the subject in question. Not all Players have the same inherent potential - More, Players who have already reached the apex of their development can't utilize the Terminus Scanner. From the 100% charge option onwards, there's an escalating chance that the Player may suffer a catastrophic failure - Or in fact die - if the process fails.
  333.  
  334. The Scanner will only function for Players who are 'eligible' for the upgrade.)
  335.  
  336. DIRAC TRANSMITTER I:
  337.  
  338. A genuine paradigm shift in Red World technology, the Dirac Transmitter - even in a rudimentary state - allows for communication between Players in possession of an activated Joker icon. While most effective within line-of-sight, it is *universal* between holders, allowing squads to easily remain in contact during a combat situation. The link can be disrupted by atmospheric conditions, distance or deliberate jamming, which can blur the messages into static - However, it is nearly silent, hard to detect, and easy to use. (There is, however, a lag issue.)
  339.  
  340. When activated, other Players holding an icon 'light up' to the user, allowing them to open a channel for communications. A minor issue is that it is - At present - not a true communication network; Each channel is only between the target Player and the user, though multiple channels can be open at once.
  341.  
  342. (tl;dr - You can speak to multiple people individually, but there's no general frequency that all Players can 'listen in' on.)
  343.  
  344. ASSIMILATION FACILITY:
  345.  
  346. As the natural predators of the Red World, Correctors have evolved into highly-dangerous organisms, though little is known about their physiology. The Assimilation Facility allows these unreliable but potent resources to be put to a more constructive use, with a variant of the process utilized in the TERMINUS SCANNER. Unlike the Terminus Scanner, the objective is not to enhance, but to establish control.
  347.  
  348. To make use of the Facility, a Corrector first has to be captured - By the deployment of a CORTEX SPIKE on suitably-weakened Corrector, which can then be recalled to a stasis-locked chamber in the HOLLOW SUN. Subsequently, one of three potential assimilation suites can be selected:
  349.  
  350. i) At 50% charge, focused Excruciator Implants and pain-goads are implanted into the Corrector, allowing the user to assert a crude form of control by remotely inflicting pain until the Corrector obeys. While the fastest and most efficient way of conversion, not all Correctors respond well to this form of 'treatment' - However, the process allows the Corrector's form to remain intact, and puts the creature's natural savagery to use.
  351.  
  352. ii) At 100% charge, the Corrector's frame is augmented with neural overrides and limiters derived from Hellion armor, effectively enclosing it in a 'shell'. While the Corrector's form remains mostly intact, the Corrector's motor control is overridden, allowing the user to control it directly - Similar to directing Hellions in combat.
  353.  
  354. iii) At 150%, the Corrector is almost entirely rebuilt - With nearly all organic components stripped away, and replaced by Foundry-produced analogues. Effectively, the Corrector's Essence is contained in an approximation of its initial form, allowing for almost total control over the creature's actions and input. However, this rebuild takes the longest time, and most of the Corrector's unique properties - The ones that the Hollow Sun cannot emulate - might be lost in the process. (i.e. The Assimilation Facility might be able to replicate a Corrector's breath weapon, but not it's ability to regenerate.)
  355.  
  356. Correctors are ranked according to a projected Class of lethality, beginning at E (the lowest) and concluding at A (the highest). Notably, a separate Stasis Chamber has to be constructed to hold each one.
  357.  
  358. CORTEX SPIKE: A cohered spike with deep-embedded silver filaments, the CORTEX SPIKE is a device used for the efficient capture of Correctors. Upon incapacitating a likely subject, the SPIKE has to be driven into the subject - Usually the cortex or the brain-analogue - whereupon it infiltrates into the Corrector's nervous system, broadcasting a signal to allow for a teleport lock. This process takes several minutes: When it concludes, the Corrector is transported to a prepared Stasis Chamber in the Hollow Sun for observation and conversion.
  359.  
  360. Note that due to the bulk of the CORTEX SPIKE, it occupies a heavy weapon slot. Alternatively, it could be carried in place of a VOID ANCHOR.
  361.  
  362. VECTOR TRAP:
  363.  
  364. A complex spatial distortion device, the VECTOR TRAP compresses space in a certain radius around the mechanism, in ways that defy the laws of physics. While relying on poorly-understood principles, it appears to warp the dimensions of objects so that they exist - simultaneously - in different states without regard to structural or material principles.
  365.  
  366.  
  367. RELIC VAULT:
  368.  
  369. a) HELLION LAUNCHER:
  370.  
  371. The Hellion Launcher resembles an oversized four-shot revolver, made entirely of matte-black steel. Compact enough to be held - And fired - in one hand, it sports an elaborate weapon sight, and is loaded with an array of color-coded shells; Each one, presumably, indicating a different payload.
  372.  
  373. b) SKYSHAPER:
  374.  
  375. This palm-sized brass icon resembles a Hellion's skull, with extended brass wings curving up and over to form a protective cowl. An empty, circular setting is mounted between the Hellion's blank eyes; Fractal patterns of silver spiderwebbing across the device's surface, in a shifting play of perpetual motion.
  376.  
  377. c) ECHO REGALIA:
  378.  
  379. Interlocked in cunning ways, these quicksilver rings - Marked with intricate gold circuitry - fit together to make an empty setting. In their present configuration, they appear to distort sound in their immediate vicinity.
  380.  
  381. d) DISTORTION HALO:
  382.  
  383. The prototype from which the Chayot and Throne-class Hellions are derived, this highly versatile auxiliary weapon - which replaces the Interceptor system - allows for the destructive manipulation of local space in a variety of attack modes. By projecting spheres of distortion, centering the effect on a localized area or simply warping a single target, the user can - With focus - cause terrible harm to opponents. Notably more powerful than the mass-produced variant utilized in Hellion hardshells, the Distortion Halo system is optimized for a Player's greater output and capacity.
  384.  
  385. e) LINEBREAKER:
  386.  
  387. Based off the principles of Machine Cannon technology, this weapon represents the perfect miniaturization of the technology - In a significantly more versatile form. Compact and distinctly rugged, every inch of the Linebreaker - From drumbox clip to robust stock and solid firing mechanism - is designed to be as effectively invincible as possible: A necessary measure, to prevent the weapon from shaking itself apart upon firing. Effectively, this is a Player-sized shotgun that fires high-caliber Machine Cannon rounds, without the sheer bulk of the mass-production model.
  388.  
  389. With the reduction in size came a required reduction in firing rate and range - The Linebreaker is meant to be fired at almost point-blank range, a single oversized round at a time. Ironically, this makes it more of a precision weapon than it's indiscriminate larger cousin; However, the Linebreaker's custom shells pack significant kinetic force, and can easily delimb or outright obliterate a Player - Direct hits can knock down or fling targets aside, as befits the weapon's name.
  390.  
  391. f) WIDOWMAKER:
  392.  
  393. Fitted with a sophisticated Ghostlight scope and an expanded energy condenser, the WIDOWMAKER is an unusual variant of the Positron Sniper Rifle - configured for ease of use at the cost of specialization. With significant reductions to the weapon's frame, this high-energy - And, curiously, bolt-action - rifle has a shorter barrel and a modified focusing coil, reducing both output and maximum firing range; However, the wider focus of the beam tends to cause more widespread damage, compared to the narrow, high-penetration ray of the Positron Rifle.
  394.  
  395. While still a long-range precision weapon, the WIDOWMAKER has a vastly improved recharge time and lacks the bulk of the original design, allowing the Relic to be fired with one hand - albeit with less accuracy.
  396.  
  397. g) POSITRON SMARTGUN:
  398.  
  399. COST: (25% Cobalt Booster/Round.)
  400.  
  401. Less of a Relic and more of a high-cost, high-performance protoype, the Positron Smartgun is a radical departure from the design paradigm of Positron weaponry - And too resource-intensive for mass-production to be possible. Mounted on the user's arm, the Positron Smartgun has the blocky, bulky shape of heavy machinery; When deployed, the weapon's grips unfurl and expand into an active configuration, revealing two parallel energy emitters separated by empty space - With crackling streams of energy twisting between the prongs as the weapon charges.
  402.  
  403. Like all Positron firearms, the Smartgun creates an energized field between the target and the muzzle, for antimatter particles to converge: However, the movable frame and deflector vanes allows for the rapid redirection of the Positron stream, allowing the resulting beam to bend. When fired, the Smartgun creates a twisting, churning torrent of destruction best described as arcing rays of dark light, with a wide-focus beam that shears through the intervening space - And anything in it - with ravening fury.
  404.  
  405. Notably, the Smartgun's vanes actually extend beyond the user's limb when activated, precluding the use of other integrated weaponry on the same arm - However, the weapon was designed to function with a sensor unit, and functions well with targeting data. Despite the Smartgun's accuracy and rapid fire, the system has notable drawbacks; The weapon itself is extremely vulnerable to damage, particularly the energy intakes, and consumes an immense amount of power per turn of firing.
  406.  
  407. (tl;dr - The Smartgun fires a twisting, arcing beam which can bend to strike multiple targets in close proximity, or chase down an evasive opponent. This weapon fires *continuously*, when activated - Each round, that arm can't be used for anything else *but* firing, as the bulk and feedback of the Smartgun preclude all other fuctions.)
  408.  
  409. h) GRENDEL:
  410.  
  411. Scarred and battered from long use, this dull black handgun bears little resemblance to the Disintegrator weaponry that was apparently derived from it. With a flat - almost angular - barrel and dual-phase trigger, the GRENDEL has a distinctly alien aesthetic, with the grip, slide and hammer seemingly formed from dark volcanic glass instead of metal. Composed of interlocking, shifting segments, the weapon morphs when activated, swiveling and shifting into complex configurations as the charging coils pulse with eerie anti-light. This Relic appears to be built around an extraordinarily complicated mechanism, wired to an unknown (but high-yield) power source that defies sensor analysis.
  412.  
  413. i) APOLLYON BUSTER:
  414.  
  415. 0101001101110101011011100010000001000011011100100111010101110011011010000110010101110010
  416.  
  417. A huge segmented gauntlet, the Apollyon Buster was clearly meant to be a twin (If not a successor) to the Crisis Arm. Unlike the Crisis Arm, it is almost entirely composed of neutronium alloy, and requires an extensive refit of the integrated limb - Precluding the use of other equipment on the arm. The Apollyon Buster's immense energy demands stem from the host of gravimetric suspensors required to maneuver the wrecking fist; and, more importantly, the array of high-yield positron field emitters at the knuckles, which appear to - individually - contain seething red spheres.
  418.  
  419.  
  420. HELLION ARMORY:
  421.  
  422. The following items are the arms and armor borne by the guardians of the Hollow Sun. Not quite Relics, and not quite a Player's integrated weaponry, these odd, half-real weapons are produced in industrial quantities.
  423.  
  424. Away from the sealed environment of the Hollow Sun, the weapons must be 'primed' by the Player, prior to activation: When left unattended, they quickly lose cohesion, disintegrating in a matter of moments. Due to their unique nature, they must be physically carried, and are vulnerable to damage or destruction - At present, you can carry up to three weapons; One light weapon mag-clamped to either side, and one heavy weapon at your back.
  425.  
  426. (tl;dr Light weapons only require contact with a single charging element to be activated - That is, they can be held and fired with one hand. Heavy weapons require contact with both.)
  427.  
  428. LIGHT WEAPONS:
  429.  
  430. a) MASER EMITTER:
  431.  
  432. PRIMING: 15% Cobalt Booster
  433. TWIN-LINKED: 25% Cobalt Booster
  434.  
  435. A directed-energy weapon, this exotic firearm has an unusual, even alien shape: The segmented protrusions around the barrel expand with each shot, glowing an eerie green. When fired, it releases an high-frequency pulse of modulated radiation at the target, irradiating it - And effectively superheating the target from within. When used against Players, continuous exposure can disrupt integrated systems and destroy vulnerable components, once the radiation penetrates the armored shell.
  436.  
  437. In combat, multiple Hellions focus their Emitters on the same target for a cumulative - And highly disruptive - effect.
  438.  
  439. b) ARC GUN:
  440.  
  441. PRIMING: 15% Cobalt Booster
  442. TWIN-LINKED: 25% Cobalt Booster
  443.  
  444. Vaguely reminiscent of an oversized taser pistol, this compact firearm lacks a barrel - Sporting a complex emitter array in it's place. When fired, launches a crackling blast of lightning, forking to strike adjacent targets on impact - Before recharging for another shot. While significantly less powerful than the Tempest Scrander's charge, the Arc Gun can also be fired much more frequently.
  445.  
  446. By incorporating Induction Blaster technology, the Arc Gun's emitter array can be reformatted for a narrower focus - In this alternate firing mode, the Arc Gun's discharge functions more like a conventional firearm, albeit one that fires bolts of lightning. While the resulting blast no longer 'forks' to strike adjacent targets, the weapon has significantly greater range and damage - Though the greater demand on the capacitor results in a lower rate of fire.
  447.  
  448. c) PULSE CARBINE:
  449.  
  450. PRIMING: 10% Cobalt Booster
  451. TWIN-LINKED: 15% Cobalt Booster
  452.  
  453. This carbine-format firearm is something of a misnomer - The name stemming from the pulse induction field that serves as propulsion, instead of the solid munitions fired. Small enough to be fired with one hand, large enough to make it a bad idea, this SMG-styled weapon has a single firing mode: Full auto. As soon as the trigger is depressed, the induction field unleashes a hailstorm of charged rounds in roughly the same direction as the muzzle.
  454.  
  455. While highly inaccurate at longer ranges, the nature of the induction field means that the rate of fire - And the velocity of each successive shot - actually increases, the longer the trigger is held down.
  456.  
  457. d) ION BLASTER:
  458.  
  459. PRIMING: 10% Cobalt Booster
  460. TWIN-LINKED: 15% Cobalt Booster
  461.  
  462. Blocky and angular, with a distinctive revolving barrel, this semi-automatic firearm generates white-cored ion blasts at a constant firing rate. The unique design means that the superheated gases vented after each shot cycles the barrel, allowing the weapon to function for longer periods without overheating. The ionic bolts released are especially effective at disrupting energy barriers, and can intercept similar projectiles - Assuming sufficient accuracy on the Player's part.
  463.  
  464. By incorporating the principles behind Induction Blaster technology, the addition of a containment field to the Ion Blaster allows each shot to retain cohesion longer: Beyond increased penetration of energy barriers, a direct hit from the Ion Blaster can temporarily scramble the target's systems.
  465.  
  466. e) COBALT LASER:
  467.  
  468. PRIMING: 15% Cobalt Booster
  469. TWIN-LINKED: 25% Cobalt Booster
  470.  
  471. Derived from Armory Guardian technology, the Cobalt Laser is effectively a scaled-down version of the Red Comet's weapon; A firearm made possible only through the wonders of miniaturization. Featuring a redesigned focusing prism pattern and an improved photonic chamber, this energy weapon generates a powerful cutting beam that can rapidly carve through Player armor. However, its effectiveness is limited by range - Without a combat chassis's high-yield energy capacitors, the focused beam rapidly loses cohesion, and has to be fired in rapid pulses as opposed to a constant beam.
  472.  
  473. f) FUSION GUN:
  474.  
  475. PRIMING: 20% Cobalt Booster
  476. TWIN-LINKED: 35% Cobalt Booster
  477.  
  478. Derived from the GARM's Disintegrator Cannon, the Fusion Gun - Or simply the Disintegrator - is a high-intensity, high-focus energy weapon meant for use at close to point-blank ranges. When activated, the Fusion Gun's distinctive hissing sound is the precursor to a roaring blast - A visible slipstream of superheated distortion that melts armor apart like ash in a gale. While devastating to lightly-armored targets, the Fusion Gun can blister even the heaviest of armor to sludge or molten slag - Assuming that the user can focus the field of effect on the target for long enough.
  479.  
  480. The Fusion Gun's tremendous firepower is also hampered by enormous energy requirements; the longer the weapon is used, the higher the chance of the charging coils burning out. However, the introduction of the appropriate stabilizing element could likely increase the weapon's operational efficiency.
  481.  
  482. (tl;dr - An extremely short-ranged weapon that does more damage the longer it remains focused on the target.)
  483.  
  484. g) POSITRON RIFLE:
  485.  
  486. PRIMING: 35% Cobalt Booster
  487.  
  488. While ostensibly a Light Weapon, the Positron Rifle is a device of immense and exacting precision - Meant to be employed across extreme distances by Helios-class Hellion hardshells, it is a true sniper rifle in all but name. Even scaled-down for personal use - Instead of the primary weapon housed by a dedicated frame - it retains much of the same properties. Upon charging, the Positron Rifle creates a long, converging field on the target, directing the spread of antimatter particles; When fired, the weapon induces an matter-antimatter reaction in the area of impact, utterly consuming the targeted area.
  489.  
  490. The Positron Rifle's incredible range - And lethality - is counterweighted against the weapon's long charging time and need for precision accuracy. Meant to be fired from a braced position - While stationary - the Rifle's comparatively delicate structure and frame make it impractical for use in a typical engagement; However, a direct hit can be utterly catastrophic to the target.
  491.  
  492. (tl;dr - The Positron Rifle is a sniper rifle, which can be fired once every three turns. For optimum performance, the user needs to be stationary, braced, and (ideally) spend a few turns aiming at the target. While a Talon can be used, the weapon was designed to be fired with both hands; A Talon does count as a 'brace' for the purposes of targeting penalties. As with all weapons of this class, a hit from a Positron Rifle means an automatic critical.)
  493.  
  494. HEAVY WEAPONS:
  495.  
  496. a) REVOLVE BAZOOKA:
  497.  
  498. PRIMING: 15% Cobalt Booster
  499.  
  500. This bulky smoothbore launcher fires high-gauge explosive shells, fused to detonate on impact: A primarily anti-armor weapon, it combines the direct-fire properties of a tank gun with a solid-shot payload. While capable of high muzzle velocities, the area of effect is relatively limited - Presumably to avoid collateral damage to the Hollow Sun.
  501.  
  502. True to the name, this heavy weapon sports a revolver-style rotating cylinder, capable of holding up to five shots at once; Notably, unlike other Heavy Weapons, the Revolve Bazooka can be fired with one hand - But is significantly more stable when using both.
  503.  
  504. b) SCATTER LASER:
  505.  
  506. PRIMING: 20% Cobalt Booster
  507.  
  508. This high-energy weapon has not one, but three focusing prisms - Designed to scatter the beam rather than focus it. The accelerated energy pulse results in a spreading burst than fans out from the user, with the lasers retaining coherency up to medium range; A semi-automatic weapon, it has a tendency to overheat when fired continuously - However, the shots can riochet from sufficiently reflective surfaces, adding to the total area suppressed by each blast.
  509.  
  510. With the development and integration of Cobalt Laser technology, allowing the beams to be focused without shaking the weapon apart, the Scatter Laser now features an alternative firing mode - A combined blast that functions like a photonic shotgun, filling the immediate area with a high-intensity, short-ranged barrage of bolts.
  511.  
  512. c) GRAVITON CANNON:
  513.  
  514. PRIMING: 25% Cobalt Booster
  515.  
  516. When fired, this heavy weapon generates micropockets of intense gravity within a target - Violently compressing and tearing it through gravitational force. The effect covers a vaguely circular area, as if an invisible spherical weight is grinding into the earth; Targets capable of resisting the gravity effect usually find themselves momentarily slowed and disorientated by the crushing force.
  517.  
  518. A single-shot weapon, there's a substantial delay between each shot, as the gravimetric charge gathers cohesion - Not meant for long-term use, multiple shots can result in the implosion of the drive core.
  519.  
  520. d) PHOTON BEAMER:
  521.  
  522. PRIMING: 30% Cobalt Booster
  523.  
  524. The purest expression of photonic technology, this matte-black cannon consists of a heavy-duty fusion cell and emitter linked to a simple trigger mechanism. When fired, it expends the entire charge in a single blast, resulting in a powerful photonic discharge - A single, focused shot that incinerates the target. While a formidable weapon, there's a significant delay between each shot, as the cell draws energy from the user to recharge itself.
  525.  
  526. With the miniaturization of Cobalt Laser technology from the Red Comet, the Photon Beamer now has a secondary firing mode - Instead of releasing the entire charge in a single blast, it can now release a powerful cutting beam that can shear through the heaviest armor. While existing for a scant few seconds, the beam can be 'swept' across a distance to scythe apart targets.
  527.  
  528. Multiple consecutive shots may cause the barrel to overheat, and can greatly reduce the user's capabilities until his armor accounts for the drain.
  529.  
  530. e) LINE LAUNCHER:
  531.  
  532. PRIMING: 20% Cobalt Booster
  533.  
  534. This specialized, rifle-sized firearm has three barrels, arranged in a triangle - When fired, it launches three rocket anchors, which immediately create a photon web between the field emitters integrated into each hardpoint. Unlike other photon weapons, the Line Launcher creates a cohered field - As a result, the photon snare encircles the target on impact, momentarily restraining them.
  535.  
  536. Due to the unusual alignment of the emitter/receiver array, any damage to the emitters terminates the photonic web - The web also disintegrates when the compact power source is exhausted. Enhanced by Cobalt Laser technology, the Line Launcher's photon snare retains cohesion longer, and now inflicts impact burns to the captured target.
  537.  
  538. The Line Launcher has a unique tracking system, incorporating a target painter to compensate for the slow speed of the projectile; The rocket anchors have a limited ability to home in on the designated target, as long as the lock is sustained.
  539.  
  540. f) GATLING LASER:
  541.  
  542. PRIMING: 30% Cobalt Booster
  543.  
  544. Based off Cobalt Laser technology, this fully-automatic photonic weapon fires a constant hail of ice-white beams, with multiple barrels allowing for longer firing before overheating. While of smaller 'caliber' than the Fusion Beamer or the Scatter Laser, this heavy weapon is capable of unleashing a torrent of beam fire, allowing it to rapidly chew through lightly-armored targets through sheer volume. Effectively, this is a dedicated anti-horde weapon, featuring significantly higher accuracy than a solid-impact weapon of the same bore due to the inherent lack of recoil.
  545.  
  546. While the Gatling Laser can sustain a high rate of fire before it has to cool, the operation time can be further extended by firing in bursts.
  547.  
  548. g) IMPALER:
  549.  
  550. PRIMING: 20% Cobalt Booster
  551.  
  552. Also known as the Stake Launcher, the Impaler is a scaled-down version of the Red Comet's Mass Driver - Reflecting an as-yet-imperfect understanding of the technologies involved. Featuring a miniaturized linear acceleration system, this kinetic weapon launches superdense, inert javelins ('stakes') at a target, delivering enormous force on impact. Optimized for maximum armor penetration, the resulting projectiles remain in the target upon a direct hit, and can pin opponents to solid surfaces.
  553.  
  554. Due to the complexities involved in miniaturizing a true railgun, there is - as yet - no Light Weapon analogue of the Impaler.
  555.  
  556. h) INDUCTION BLASTER:
  557.  
  558. PRIMING: 40% Cobalt Booster
  559.  
  560. Weighing in at roughly twice the mass of the Photon Beamer, the Induction Blaster is clearly a vehicle-portable weapon, scaled down - Just barely - for Player use. A unique - And extremely heavy-duty - energy weapon, the Induction Blaster fires focused blasts of electromagnetic force, best described as crackling blue electric fire; the resulting projectile is a deceptively slow-moving sphere of white-cored lightning that detonates on impact or on the collapse of the containment field. The disruptive effects of the blast can violently overload Player sensors and armor systems, in addition to detonating flammable material in the area.
  561.  
  562. Due to the potentially ruinous effects of being caught in the resulting blast, the Induction Blaster has a built-in failsafe that prevents the weapon from being fired if the user would be within the area of effect.
  563.  
  564. Notably, the Induction Blaster has the unfortunate tendency to irradiate the user when the weapon is cycling a charge - However, with the appropriate stabilizing element, it is likely that this side-effect could be overcome.
  565.  
  566. i) AUTOCANNON:
  567.  
  568. PRIMING: 15% Cobalt Booster
  569.  
  570. An automatic, self-loading ballistic weapon, the Autocannon is the big brother of the Player-scale Vulcan: Large and ungainly, it is also an extremely efficient weapon, capable of laying down a torrent of gunfire with the press of a trigger. While lacking the sophistication of energy-based weaponry, quantity has a quality of its own - Enough to shred lightly-armored Players and Correctors in a fusillade of bullets. Though the Autocannon has relatively low armor penetration - Relatively speaking, given the significant differences in human and Player anatomy - it can sustain continuous fire for a significantly longer period without overheating. The sheer volume of fire can be extremely hard to dodge; With so much lead in the air, *something's* going to connect.
  571.  
  572. j) MACHINE CANNON:
  573.  
  574. PRIMING: 20% Cobalt Booster
  575.  
  576. The anti-vehicle, anti-armor variant of the rotary Autocannon, the Machine Cannon is an entirely different beast: While lacking the Autocannon's range and accuracy, the Machine Cannon makes up for it with sheer stopping power, capable of chewing through armor that would normally be impenetrable to a weapon of its caliber. If anything, the Machine Cannon has an even higher volume of fire - And an unfortunate tendency to overheat. Effectively, this is a weapon made to be fired in short bursts, to rip apart a target at close to point-blank range before the Cannon has to cool.
  577.  
  578. While the appropriate measures can help compensate for recoil, this weapon isn't so much aimed as 'unloaded' indiscriminately in the enemy's general direction. While the Machine Cannon's bulk would normally work against it in this regard, it was designed to be employed at extremely close range - At least for the first blitz of gunfire.
  579.  
  580. Given the inherent expandability of Hellion, it is entirely possibly that the Hollow Sun has taken this into account.
  581.  
  582. k) INFERNO CANNON:
  583.  
  584. PRIMING: 40% Cobalt Booster
  585.  
  586. A blocky, cumbersome weapon - Covered with heat-sinks, secondary coils and dampeners - the Inferno Cannon occupies an unusual tactical role in the Hollow Sun's arsenal. While retaining the Fusion Gun's short range and enormous energy consumption, the Inferno Cannon is absolute short-ranged hellfire; Once cycled to charge, the resulting output is a ravening torrent of fusion energy that simply unmakes anything in the way. Equally effective on lightly-armored or heavily-armored Player alike (And utter overkill on Correctors) the sheer bulk of the Inferno Cannon makes it extremely difficult to use at optimum range. The highly volatile nature of the energy cells involved - And the poor manuverability of the weapon - mean that efficiently employing it remains a daunting prospect.
  587.  
  588. By inference, however, the Inferno Cannon was never meant to be used on an infantry scale - But to demolish infrastructure and provide a devastating means of attack against vehicles and other reinforced objectives.
  589.  
  590. (tl;dr - The Inferno Cannon takes a full turn to charge before it can fire continuously with an escalating risk of overheating. It has, however, extremely high armor penetration and damage - But must be employed at close-to-point-blank range.
  591.  
  592. It is, effectively, an anti-vehicle weapon.)
  593.  
  594. MELEE WEAPONS:
  595.  
  596. a) PHOTON LANCE:
  597.  
  598. PRIMING: 10% Cobalt Booster
  599.  
  600. A steel shaft terminating in a compact photon generator, the photon lance is the staple weapon of the Hollow Sun's guardians. When activated, it generates a slicing photonic field, allowing for use as a spear: When the deadman's switch is triggered, the generator cycles, expanding the field until it overloads - Causing the lance to explode in a high-yield detonation.
  601.  
  602. In combat, Hellions have a tendency to impale opponents on thrown weapons, after setting them to explode.
  603.  
  604. After incorporating Cobalt Laser technology, the Photon Lances are no longer destroyed on impact and can be retrieved - However, there's a substantial delay before the weapon can be used again.
  605.  
  606. b) ELECTROMAGNETIC GLADIUS:
  607.  
  608. PRIMING: 10% Cobalt Booster
  609.  
  610. Perfectly balanced for throwing, these short, stabbing blades have a secondary function: Upon contact, they release a focused surge of current capable of momentarily disrupt electronics and other delicate systems. While there's a delay between each pulse - as the blade gathers charge - the gladius will continue to discharge as long as it remains in contact with an opponent. (Usually by impaling the target.)
  611.  
  612. c) PHASE SWORD:
  613.  
  614. PRIMING: 15% Cobalt Booster
  615.  
  616. When inactive, these single-edged swords resemble the innards of a fluorescent light tube, with a long filament extending from the guardless hilt. When activated, the emitters along the length generates a paper-thin, translucent blade - Actually a compact phase field. The edge of the resulting field is an infinitely sharp force construct, and cuts on a molecular level: However, the emitter filaments are relatively fragile, resulting in a superlative slashing weapon that requires incredible skill to use.
  617.  
  618. d) FRICTION AXE:
  619.  
  620. PRIMING: 15% Cobalt Booster
  621.  
  622. This razor-sharp crescent battleaxe has - unusually - a trigger housing at the grip. When depressed, the millimeter-thin phase field - That reduces air friction, to allow for a faster swing - is momentarily disrupted, exposing the nanoedge blade to rapid oxidization. Effectively, as long as the trigger is held down, the axe is superheated when swung; On impact, it has fearsome cutting power, and can easily ignite a flammable target.
  623.  
  624. e) PHOTON ZAUBER:
  625.  
  626. PRIMING: 20% Cobalt Booster
  627.  
  628. Derived from Cobalt Laser technology, the Photon Zauber is an alternative to the lethal but fragile Phase Sword; A solid-core arming sword with emitter terminals on either side, the Zauber's entire length functions as the focusing array. When activated, a cohered cutting beam flickers to life between the solenoids, lining both sides of the alloy blade - And effectively granting the weapon a charged edge.
  629.  
  630. Despite lacking the Phase Sword's sheer cutting power, the Photon Zauber - paradoxically - tends to does more damage, due to the greater weight and rending mass of the solid sword.
  631.  
  632. f) PILE BUNKER:
  633.  
  634. PRIMING: 25% Cobalt Booster
  635.  
  636. An enormous retractable stake, the armored casing containing this weapon's components is heavy enough to serve as a defensive shield. Discarding a conventional hydraulic propulsion mechanism for the potent electromagnetic charge utilized in Mass Driver weaponry, the Pile Bunker is a dedicated anti-armor weapon as cumbersome as it is powerful. Mounted on an oversized gauntlet attachment, the weapon's ramming spike protrudes above and behind the wielder's shoulder when not in use: When activated, the four-foot accelerator stake punches forward into the opponent with ruinous force, annihilating armor and crushing internal structure.
  637.  
  638. Due to the weapon's sheer size, mass and unconventional form of attack, a Pile Bunker can only make a single attack a round - Upon which the spike retracts, and the heavy-duty capacitors recharge for the next shot. (Note that the Pile Bunker does, in fact, count as a shield when equipped - But precludes the use of other shields on the same arm.)
  639.  
  640.  
  641. THE FOUNDRY:
  642.  
  643. The Foundry allows for the production and modification of Hellion technology for Player use, based off the advances researched. While the Hollow Sun is capable of producing large quantities of war material, retrofitting and personalization of equipment is an extensive process.
  644.  
  645. At present, the Foundry can manufacture the following items:
  646.  
  647. a) VOID ANCHOR - 15% COST
  648.  
  649. A wonder of miniaturization technology, the Void Anchor is a scaled-down version of the Hollow Sun's extractors, incorporating modified resonator technology. Physically, it resembles a compact matte-black disc about a foot across, with a glowing line circling the inner edge. The outer edge flares with a nimbus of light as Essence is absorbed, causing faint but visible ripples in the air when moved.
  650.  
  651. A Void Anchor has two functions:
  652.  
  653. i) When pressed against a solid surface and primed, the Void Anchor auto-deploys telescoping tripod legs and a phase drill, affixing itself in place. Subsequently, the Anchor begins to rapidly drain Essence from the surrounding area (Damaging Correctors, Players and the surrounding area) as the integrated phase resonators deploy, until it successfully synchronizes with the Hollow Sun's vibrational frequency.
  654.  
  655. When full capacity is reached, the Anchor enters a phased state - Rendering it mostly immune to further tampering - and begins to extract and process raw energy, transmitting the harvest back to the Hollow Sun. While a Void Anchor can increase the Hollow Sun's energy input, it requires a substantial infusion of Essence to successfully activate: Also, this function takes around an uninterrupted minute (or two) to complete.
  656.  
  657. ii) Alternatively, a Void Anchor can be used as a tool of destruction: After priming, the user can set the Void Anchor to activate after a time delay, or as soon as a source of Essence enters the Anchor's sensor range. In this mode, the Void Anchor begins to rapidly drain Essence from the surrounding area (As with its primary function.) Once the containment threshold has been reached (Or simply after a brief interval) the Anchor violently detonates, with the power and radius of the resulting explosion directly reliant on the amount of Essence absorbed.
  658.  
  659. If damaged with leeching Essence, the Void Anchor might explode prematurely - Or simply cease functioning. Due to the size of the Void Anchor, and the large area-of-effect radius, it is relatively difficult to use the Void Anchor in combat.
  660.  
  661. (tl;dr - Void Anchors absorb Essence. When primed - a process taking up to an uninterrupted minute - they drain energy from their surroundings, and feed it to the Hollow Sun. This increases the 'refresh rate' at the beginning of each chapter.
  662.  
  663. You can carry a single Void Anchor at a time. However, you can carry a second Void Anchor instead of a Heavy Weapon.)
  664.  
  665. b) LIGHT FUSION CELL - 5% COST
  666.  
  667. As a general rule, the weapons of the Hollow Sun were designed to operate off a Hellion's integrated power source. When utilized by a Player, they require a similar infusion of power - typically via the charging elements inherent to Player armor - before they can function.
  668.  
  669. Fusion cells are small, self-contained energy storage units, derived from the Red Joker's fusion weaponry; Effectively, they function as batteries, or capacitors - In the form of a tiny Joker icon - that can be attached to any of the Hollow Sun's mass-produced light weaponry. Such weapons no longer require contact with a charging element to fire, and have a significantly reduced priming cost.
  670.  
  671. While not designed for long-term use - They're typically depleted by the end of a sustained exchange of gunfire - fusion cells gradually replenish their charge when not in use.
  672.  
  673. (tl;dr - When attached to a Hollow Sun light weapon (Or Melee weapon), a Light Fusion Cell automatically primes it, and removes the need for the weapon to remain in contact with your armor's charging elements.
  674.  
  675. Unfortunately, LFCs can't be used with Heavy Weapons like the Graviton Cannon.)
  676.  
  677. c) TALON - 10% COST
  678.  
  679. Set into an armor's forearm and gauntlet, a 'Talon' is a gyro-balanced armature with integrated gravimetric suspensors and receiving sockets. When activated, the connector mechanism synchronizes with the armor's system, allowing the user to direct and fire a heavy weapon with a substantial improvement in speed and accuracy.
  680.  
  681. However, due to the significant bulk and complexity involved, the limb can't be used while a weapon is attached - Other than to aim and fire it. In an emergency, the Talon can jettison the Heavy Weapon, by disarming the magnetic clamps.
  682.  
  683. (tl;dr - The Talon is a modification to one of your armor's limbs, allowing you to attach a Heavy Weapon to it: You can now aim and fire the weapon - which now encases your limb - with one arm, but you can't use that arm for anything else as long as the Heavy Weapon is attached.
  684.  
  685. You can instantly jettison the Heavy Weapon, but re-attaching it takes some time. Effectively, you can now enter the Red World with a Heavy Weapon primed for firing, with the cost instantly deducted from your COBALT BOOSTER.
  686.  
  687. A Heavy Weapon attached to the Talon has greater accuracy and a lower recharge time.)
  688.  
  689. d) ARSENAL BEACON - 20% COST
  690.  
  691. A rectangular, heavily reinforced carrying case, the Arsenal Beacon is surprisingly light for it's bulk. Built around a compact (but powerful) matter-transfer array, the Arsenal Beacon allows the user remote access to the armory of the Hollow Sun - teleporting weapons directly to the Beacon's integrated receiver.
  692.  
  693. When primed, the Beacon's user can teleport any Light/Melee/Heavy Weapon from the Hollow Sun to the combat container. After a brief delay - Where the Arsenal Beacon crackles with a baleful (And highly visible) violet light, the weapon can be withdrawn from the receiver compartment and utilized. It takes a slightly longer time for Heavy Weapons to arrive - Lighter weapons, in contrast, arrive almost instantaneously.
  694.  
  695. The Arsenal Beacon can be carried in one-hand, or mag-clamped to the user's back.
  696.  
  697. (tl;dr - By expending 10% COBALT BOOSTER, you can use the Arsenal Beacon to retrieve any weapon from the Hollow Sun. Note that the combat teleportation effect is one-way only: You can't use the Beacon to *send* things to the Hollow Sun.
  698.  
  699. Alternatively, by expending 40% COBALT BOOSTER, you can teleport in as many weapons as you want, withdrawing them from the Arsenal Beacon one at a time. You can also freely change your weapon loadout 'off-screen' at any time - Even when you don't have access to the Hollow Sun.)
  700.  
  701. e) ADVENT CASTER - 30% COST
  702.  
  703. Marked by the distinctive wings and crest of a Virtue-class Hellion, this ornate device - Meant to be maglocked to your pauldron - hosts a sophisticated communications suite. In it's most basic configuration, this device has a simple but essential function: When activated, you can transmit messages - Via subvocalization - to a Player you have successfully targeted.
  704.  
  705. While this limits communication to within line-of-sight, and while the Advent Caster only has the capacity to transmit - Preventing the receiving Player from replying via the same means - there is a notable lack of signal decay. Communication via the Advent Caster is generally inaudible to other Players in the vicinity, though the broadcast signal can potentially be identified.
  706.  
  707. f) RAPTOR - 50% COST
  708.  
  709. A one-man aerial craft, the Raptor-class flying hangar is a vector-thrust vehicle with exceptional speed and maneuverability; Equipped with vernier thrusters and gravimetric supensors, the flying hangar is designed for rapid tactical insertion and/or extraction, while remaining perpetually in the air.
  710.  
  711. In its base state, the Raptor is a lightweight - almost skeletal - frame, with most of the craft's mass dedicated to propulsion. Unarmed and lightly-armored, the Raptor is extremely vulnerable to small-arms fire: However, it can maneuver in all directions, granting it immense evasive capabilities in the hands of a trained user.
  712.  
  713. g) ASSAULT ROADER - 50% COST
  714.  
  715. A high-speed pursuit vehicle, the Assault Roader - Also known as the 'Ophanim', or the Hellion Cycle - is a machine designed specifically for the Red Joker's use. With a top speed of roughly 850 KPH, the Ophanim's main limitation is the user's ability; Even with adaptive smartwheels capable of climbing seventy-degree slopes, an unprotected human or a low-level Player would simply be unable to retain control.
  716.  
  717. With a sleek, aerodynamic design and an outthrust prow, the Ophanim is designed for raw speed - The cycle's main weakness is a comparatively low turning radius, requiring incredible reflexes to avoid a collision. While theoretically capable of surviving the impact, the Ophanim can't withstand more than the lightest damage without suffering a severe loss in functionality.
  718.  
  719.  
  720. RELIC ALTERATION:
  721.  
  722. The Foundry can also modify the following Relics:
  723.  
  724. a) ASSAULT SHROUD - 20% COST per module.
  725.  
  726. The Assault Shroud's nanomaterial fabric - While intended for defense - is infinitely malleable. By incorporating one of the following modules, the Assault Shroud's core functions can be significantly altered.
  727.  
  728. i) MULETA - EQUIPPED
  729.  
  730. When activated, the Assault Shroud's edges become molecule-thin and razor-sharp, capable of flawing without blunting. Upon command, the Shroud can now launch shards of itself, fragmenting in a hail of mono-edged shards known as 'Shrike Blades', which can be directed at any target within line-of-sight. In addition to launching flechettes, the user can control the Shroud as an extension of his own body, allowing him to slash and strike with the Assault Shroud's razor edges - Which are entirely capable of severing limbs.
  731.  
  732. (Shrike Blades can be generated at 10% Assault Shroud per volley. The greater the expenditure, the greater the number of Shrike Blades generated.)
  733.  
  734. ii) CAPA:
  735.  
  736. Upon command, the Assault Shroud can now launch a micromunition spread - 'Cracker' explosives that detonate upon contact with a target. While each individual munition has a limited blast-radius, the Assault Shroud can rapidly generate and disperse a significant quantity. The user can freely direct the micro-explosives at any target within line-of-sight; Or, alternatively, launch them in every direction at once, for an expanding radius of destruction.
  737.  
  738. As the munitions are generated an instant before release, the Assault Shroud remains inert when this module is not in used - The nanomaterial retains its defensive properties, and can even be ignited without triggering a unwanted detonation.
  739.  
  740. (Micromunitions can be generated at a cost of 15% Assault Shroud per volley. The greater the expenditure, the greater the volume of explosives generated. The minimum cost for a 'Full Burst' - An all-directional munition spread - is 65%.)
  741.  
  742. iii) CAPOTE:
  743.  
  744. Now fully integrated with the user's armor, the Assault Shroud's nanomaterial filaments retain a residual ion charge, even when detached from the primary colony. Decoys generated by the Assault Shroud are now capable of independent motion - While they still eventually dissipate, and are incapable of actually harming opponents, the user can direct them through an interface similar to the INTERCEPTOR SYSTEM. Similarly, the Shroud's afterimages also move in random directions, to further throw off an opponent's targeting.
  745.  
  746. In addition, the user can use the Shroud to generate simple visual images - Or simply obscure vision. While this rapidly depletes the Shroud's nanomaterial reserves - Especially if the image is a sustained one - the illusions generated appear solid to sensors, but rapidly dissipate upon contact.
  747.  
  748. (tl;dr - The Shroud's afterimages/decoys are now more effective. You can now use the Shroud to create images, though moving images depletes the nanomaterial at an incredible rate. The illusions generated have no tangible mass, and gradually disperse.)
  749.  
  750. iv) MENTIROSO:
  751.  
  752. When activated, this module causes the Assault Shroud to actually detach from the user's form, the nanomaterial fibres dispersing into a free-floating cloud tethered in place by a static charge. Unlike the original purpose of the Assault Shroud, this configuration provides no protection whatsoever; Instead, the Assault Shroud's mimetic properties are boosted, bending light away from the user.
  753.  
  754. Effectively, this module renders the user invisible - Or at least exceedingly hard to detect - for a brief period of time. Due to the rapid die-off of the nanomaterial colony, the Mentiroso is not meant for extended use: But rather, for a momentary burst of tactical invisibility, allowing the user to evade attacks or rapidly reposition himself.
  755.  
  756. (tl;dr - You immediately turn invisible, at the cost of 45% Assault Shroud a turn. During this period, the Assault Shroud provides no protection: Also, there is a slight distortion when you move, which can be detected by certain sensors.)
  757.  
  758. v) MIMETIC ADAPTOR I - 25% COST
  759.  
  760. The nanomaterial that comprises the Assault Shroud is highly adaptable - With this upgrade, it can be even more so. The MIMETIC ADAPTOR allows you to store an extra module for the Assault Shroud, which can be activated at any time. While one only pattern can be uploaded at a time - With a brief delay in switching 'modes' - your Assault Shroud now has up to two different suites without the need to return to the Hollow Sun for a refit.
  761.  
  762. (tl;dr - You can now take an extra module for your Assault Shroud, which you can switch to at will. This upgrade can be taken multiple times - i.e. You can have the CAPOTE *and* the CAPA equipped.)
  763.  
  764. vi) MNEMOSIS BINDER - 25% COST
  765.  
  766. Generally, the properties of the Assault Shroud can only be modified while in contact with the nanomaterial colony - Upon detachment, the fabric can no longer be altered. With the MNEMOSIS BINDER, this limitation has been overcome; The Assault Shroud's nanofiber can now be remotely controlled - As long as the user remains within line-of-sight. As the nanomaterial quickly loses cohesion when severed from the main host, the utility of this is presently limited; However, the Assault Shroud's Fortress Mode continues to exist long enough for any existing modules to apply, or to rejoin the primary colony.
  767.  
  768. (tl;dr - When Fortress Mode is activated, you can now utilize any Assault Shroud modules that are currently equipped. For instance: With the CAPA, the resulting structure can be remotely detonate in a hail of micromunitions. With the MULETA, the detached Shroud can now spontaneously launch Shrike Blades or grow impaling spines.
  769.  
  770. In addition, you can convert the superdense nanomaterial back into it's original form and reabsorb it to restore your Assault Shroud - However, the quantity returned is likely to be greatly diminished.
  771.  
  772. The effects of the MNEMOSIS BINDER do not apply to EXEC_SWARM.)
  773.  
  774. b) ARGUS SYSTEM
  775.  
  776. i) SIGNAL BOOSTER - 15% COST
  777.  
  778. Derived from the sophisticated sensor suite of Virtue-class Hellions, this module allows the Argus System to be amplified by boosting both the power output and the energy expended. While significantly more expensive, the resulting sensor sweep is less easily disrupted by countermeasures designed to thwart targeting.
  779.  
  780. (tl;dr - You can now use the Cobalt Booster to amplify the Argus System.)
  781.  
  782. ii) DIRGE CASTER - 20% COST
  783.  
  784. Another advance reverse-engineered from Virtue-class hardshells, this module upgrades the Argus System with signal warfare capabilities - Namely, the ability to jam sensors in the area. Effectively, this renders targeting highly unreliable, and makes it nearly impossible to detect Players through typical armor sensors.
  785.  
  786. When in use, the Dirge Caster broadcasts interference across every frequency, rendering remote communication nearly impossible. The sound - An atonal machine shriek - is actively disturbing, and is extremely loud. Fortunately, your armor's systems can filter it out.
  787.  
  788. The Argus System's original functions can't be activated when the Dirge Caster is in use.
  789.  
  790. (tl;dr The Argus System can now be used to jam sensors.)
  791.  
  792. c) INTERCEPTOR SYSTEM
  793.  
  794. A semi-autonomous array, the Interceptor System still requires direct control by the Player to function at maximum efficiency. However, by incorporating the rudimentary artificial intelligence algorithms utilized by Hellion hardshells the neural inhibitors can be removed, greatly increasing drone capabilities.
  795.  
  796. i) SWORD BITS - 20% COST
  797.  
  798. Retaining the vernier thrusters and gravimetric technology that allows for sustained flights, Sword Bits are actually Hellion AIs, in a scaled-down drone shell. Instead of a compact particle gun, each Interceptor now sports a phase emitter - Generating an infinitely sharp force construct reminiscent of a Phase Sword, which cuts on a molecular level. While fragile - And prone to shorting out if the emitter filaments are damaged - Sword Bits are capable of deflecting attacks by bringing the phase field to bear, as well as severing limbs with a single strike.
  799.  
  800. ii) CORSAIR BITS - 20% COST
  801.  
  802. Notably larger and bulkier than Rifle Bits, Corsair Interceptors mount twin pulse projectors - Sacrificing range and sustained fire for a greater punch. An offshoot of Virtue-class hardshells, Corsairs utilize a modified version of their combat protocols - Specifically, their proficiency with twin-linked weapons. While not as agile as Rifle Bits - They make for larger targets - Corsair pods are more resilient, and have a significant increase in firepower.
  803.  
  804. Notably, Corsairs fire pulse blasts instead of a sustained particle beam.
  805.  
  806. iii) INTERDICTOR BITS - 25% COST
  807.  
  808. Unlike previous iterations of the Interceptor System, Interdictor Bits are best deployed all at once: Instead of directly attacking an opponent, they surround a specified area - Or target - and begin generating a disruption field. Space and time is visibly distorted within the field, constantly slowing and crushing everything in the area; The effect is most pronounced when focused on a single target, and the Bits can be 'slaved' to sustain the effect. (Or follow an opponent.)
  809.  
  810. Notably, the points of weakness in the system are the Bits themselves. With each Bit destroyed, the power of the field's impeding and crushing effect wanes, balanced against the ability to deal sustained and crippling damage.
  811.  
  812. d) TELEPORT HOMER
  813.  
  814. Tuned to the Hollow Sun's frequencies, the Teleport Homer functions as a signal beacon - Allowing for the direct teleportation of pre-loaded vehicles from the Hollow Sun's vehicle bays, through the deployment of a one-way portal. This appears to be an upscaled version of the Arsenal Beacon's technologies, modified to account for the complexity of the units involved.
  815.  
  816. i) SUMMON HELLION - 40% COST
  817. ii) SUMMON VIRTUE-CLASS HELLION - 45% COST
  818. iii) SUMMON CHERUBIM-CLASS HELLION - 45% COST
  819. iv) SUMMON CHAYOT-CLASS HELLION - 50% COST
  820. v) SUMMON THRONE-CLASS HELLION - 55% COST
  821. vi) SUMMON HELIOS-CLASS HELLION - 75% COST
  822.  
  823. The above upgrades allow for the transference of Hellion hardshells, effectively miniaturizing the Hollow Sun's main function. When summoned, Hellions arrive fully armed and armored, with a rudimentary ability to respond to the user's commands; They can be ordered to attack a specific target or to defend a certain area/easily identified individual. While all Hellions are hard-coded to avoid attacking the Hollow Sun's designated administrator, summoned Hellions have an alarming tendency to revert to their base programming in the event of a conflict; To slay all threats in the area.
  824.  
  825. And eventually, everything is a threat.
  826.  
  827. Despite their (usually) superior weaponry, Hellions are limited by their rigid combat engrams. They can be outfight or evaded by sufficiently skilled Players, and are inherently predictable - Hellions are disposable weapons meant to be deployed in swarms, not individually. Notably, due to the differences in mass and the systems involved, summoning specialist Hellions via Teleport Homer is substantially more energy-intensive than 'base' Hellions.
  828.  
  829. e) TEMPEST SCRANDER
  830.  
  831. i) AQUILA SYSTEM - 35% COST (EQUIPPED)
  832.  
  833. Named after the distinctive plumes of thrust released when activated, the Aquila System is a high-performance modification of the Tempest Scrander - Allowing for a sustained hover at extremely low velocities, through the use of the ground effect. Effectively, the Tempest Scrander can now be used to glide mere feet above any horizontal - Or uneven - surface in a way reminiscent of a hovercraft, allowing for rapid evasive motion.
  834.  
  835. Notably, it takes a moment to transition from hovering to true flight. (Or vice-versa.)
  836.  
  837. ii) ADVANCED CHARGE CIRCUIT - 40% COST
  838.  
  839. The Tempest Scrander's ability to discharge lightning results in the deliberate overload of the system - Rendering the flight device unusable until properly regenerated. The Advanced Charge Circuit installs heavy-duty capacitors and resonators, allowing for the release of a Scrander blast without a complete disruption of the Scrander's functions.
  840.  
  841. (tl;dr - You can still use the Tempest Scrander after releasing a Scrander Bolt. However, your flight capability is greatly reduced for the rest of the fight.)
  842.  
  843.  
  844. VEHICLE UPGRADES:
  845.  
  846. Vehicle upgrades apply to a specific vehicle; While the Hollow Sun has extensive repair facilities, any upgrades applied to a vehicle must be re-applied in the event of destruction.
  847.  
  848. a) RAPTOR - 20% COST per upgrade.
  849.  
  850. i) REACTIVE ARMOUR I:
  851.  
  852. A comparatively fragile vehicle, the Raptor's main weakness is a lack of protection - The addition of lightweight reactive armour aims to address this, without substantially hampering the Raptor's maneuverability.
  853.  
  854. Each level of Reactive Armour increases the Raptor's durability.
  855.  
  856. ii) ENDOSTEEL INTERNAL STRUCTURE I:
  857.  
  858. Adapted from the skeletal structure of a Player's armor, this upgrade increases the Raptor's structural integrity, and reduces the risk of immediate damage to the sensitive flight components.
  859.  
  860. Each level of Endosteel Internal Structure increases the Raptor's HP, and lowers the risk of a critical hit.
  861.  
  862. iii) RAMJET ENGINE:
  863.  
  864. Adapted from analysis of the Armoury Guardian's secondary propulsion systems, this upgrade allows the Raptor to reach immense speeds, functioning as an emergency booster.
  865.  
  866. iii) CYCLIC PULSE BLASTERS:
  867.  
  868. The addition of a pair of twin-linked Pulse Blasters - Which unleash charged rounds at a high rate of fire - grants the Raptor a measure of offensive capability.
  869.  
  870. iv) MOVABLE HARDPOINTS I & II:
  871.  
  872. This upgrade expands the Raptor's limited storage capacity, with movable hardpoints to mount man-portable Hollow Sun weaponry; At a command, these weapons can be jettisoned for a Player's use, or fired remotely from the Raptor.
  873.  
  874. v) ION SMARTGUN:
  875.  
  876. Slaved to a rudimentary infrared tracking system, the Ion Smartgun is a tactical version of the Ion Blaster, meant for use against vehicle-scale targets. As long as a target lock is sustained, it can independently track and fire upon a designated target - Though the accuracy of the weapon is heavily reliant on the efficiency of the Raptor's targeting systems.
  877.  
  878. vi) SHRIKE CUTTERS:
  879.  
  880. Derived from the functionality of the Assault Shroud, the Shrike Cutters are vehicle-scale versions of the Shrike Fragmentation Blades - Utilizing gravitic accelerators to launch monomolecular flechettes at abnormal velocities, resulting in a hail of razor-sharp blades from above.
  881.  
  882. vii) SMART MISSILE SYSTEM I:
  883.  
  884. Paired plasma warheads, Seeker missiles are a dual-mode weapon - Capable of launch in dumb-fire mode and Seeker mode. When a target lock is successfully established, Seeker missiles have enhanced tracking capabilities, homing in on the target as long as the lock is sustained. Designed as anti-armor weapons, Seeker missiles have a comparatively small blast radius, but can inflict serious damage to most targets.
  885.  
  886. Each level of this upgrade provides an additional pair of missiles.
  887.  
  888. viii) ADVANCED TARGETING SYSTEM:
  889.  
  890. In its base state, the Raptor's targeting systems are limited to simple optic sensors; This upgrade grants the Raptor a sophisticated sensor suite, allowing it to maintain and execute target locks with greater efficiency. The Advanced Targeting System also allows the Raptor to detect and isolate high-energy reactions, granting it a rudimentary early-warning system.
  891.  
  892. ix) VECTORED RETRO-THRUSTERS:
  893.  
  894. While already incredibly maneuverable, the additional of supplemental thruster nozzles grants the Raptor an additional degree of precision agility, allowing it to freely hover and rotate on its own axis.
  895.  
  896. x) TACTICAL UPLINK I:
  897.  
  898. A tactical uplink allows the pilot of the Raptor - Or the Raptor's AI - to remotely relay targeting information (Or other communications) to other Players. The first level of this upgrade limits this to line-of-sight; The second level allows for the burst transmission of data within the immediate area. The third allows for transmission across a significant distance, as long as the designated Player can be identified.
  899.  
  900. xi) GUARDIAN AI V1.0/V1.5/V2.0:
  901.  
  902. As a manned vehicle, the Raptor is unable to operate without a pilot - With the Guardian AI upgrade, it can now maintain a level of autonomous functionality. At V1.0, the Raptor can respond to the pilot's vocal commands, allowing for a form of remote control; At V1.5, it will independently avoid damage, and will open fire on potential threat. V2.0 of the Guardian AI greatly increases the Raptor's accuracy and evasive abilities, allowing it to respond on its own initiative.
  903.  
  904. xii) DISPERSION FIELD:
  905.  
  906. With the installation of an induction field generator, the Raptor is now shielded by a translucent barrier that disperses incoming energy and kinetic projectiles - In addition to reducing air resistance. However, a rapid succession of attacks can diminish and deplete the field, and it doesn't function as a physical barrier; Within the boundary (i.e. At point-blank range), the field offers no protection - The Raptor can only utilize its weaponry effectively when the barrier is down.
  907.  
  908. b) OPHANIM: 20% COST per upgrade.
  909.  
  910. i) REACTIVE ARMOUR I
  911.  
  912. ii) ENDOSTEEL INTERNAL STRUCTURE I
  913.  
  914. iii) CYCLIC PULSE BLASTERS
  915.  
  916. v) SMART MISSILE SYSTEM I
  917.  
  918. vi) VECTORED RETRO-THRUSTERS
  919.  
  920. vii) ADVANCED TARGETING SYSTEM
  921.  
  922. viii) RAMJET ENGINE
  923.  
  924. ix) ZERO-POINT DRIVE:
  925.  
  926. This unique upgrade allows the Ophanim's pilot to redirect the vehicle's personal gravity - While not true flight, the Ophanim can now drive *up* sharply vertical surfaces (such as the walls or the ceiling) as if they were the ground. Notably, this upgrade only works while the Ophanim remains in proximity (About ten feet) of the surface - Any further, and gravity reasserts itself.
  927.  
  928. x) CHAIN MINE I:
  929.  
  930. Derived from the CAPA and the Chain Mine, the Ophanim is now fitted with a single-use canister weapon; When launched - Usually from the back of the vehicle - it unleashes a spray of micromunition pellets, which detonate on impact. Meant to discourage pursuers, the incendiary munitions can rapidly incinerate a target.
  931.  
  932. Each upgrade grants an additional canister.
  933.  
  934. xi) INFERNO MODULE:
  935.  
  936. Powered by a compact fusion reactor, the Ophanim's high speeds are a way to counteract heat buildup - The Inferno Module turns the Ophanim's exhaust into a weapon, allowing the user to release superheated flame from the thrusters or the side-vents of the Assault Roader. This function seemingly replicates the Immolator's primary firing mode, shrouding the Ophanim in a distinctive nimbus of flame - When activated, the Assault Roader leaves a massive trail of fire in its wake, which can easily ignite adjacent Players.
  937.  
  938. xii) RAMMING SHIELD:
  939.  
  940. The Ophanim's immense speed is simultaneously the cycle's greatest asset and greatest weakness; This upgrade weaponizes it through the installation of a ramming shield - A prow spike of superdense neutronium, supported by integrated gravimetric suspensors. In addition to providing frontal protection, the Ophanim can now drive *through* targets instead of *into* them, with the autoreactive spike deployed - Allowing it to smash through low-density targets with comparatively little harm. Notably, solid targets can still cause a disastrous impact, rendering this upgrade more useful as an anti-personnel weapon than a dedicated demolishing tool.
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