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HELLION SHELL PRODUCTION:
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[X] OFF
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[ ] LOW
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[ ] MEDIUM
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[ ] HIGH
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VIRTUE HARDSHELL PRODUCTION:
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[X] OFF
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[ ] LOW
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[ ] MEDIUM
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[ ] HIGH
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CHERUBIM HARDSHELL PRODUCTION:
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[X] OFF
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[ ] LOW
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[ ] MEDIUM
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[ ] HIGH
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ESSENCE CORE PRODUCTION:
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[X] LOW 
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[ ] MEDIUM
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[ ] HIGH
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VEHICLES: 
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[ ] BAY I - RED COMET (SUPERHEAVY VEHICLE - 120% COBALT BOOSTER to summon.)
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HELLION RESEARCH: (20% COST to begin.)
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[ ] RESEARCH: ASSAULT HARDSHELL         (Unlocks Throne-class Assault Hellions)
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[X] UNLOCKED: SERAPHIM COMMAND MODULE   (Unlocks Virtue-class Command Units.)
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[X] RESEARCH: SIEGEBREAKER CHASSIS      (Unlocks Cherubim-class Heavy Units.)
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[ ] RESEARCH: FALSEHOOD ARRAY           (Unlocks Chayot-class Support Units.)
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[ ] RESEARCH: HELIOS MATRIX             (Unlocks Helios-class Sniper units.)
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[ ] RESEARCH: SUPERHEAVY CHASSIS        (Unlocks Mastema-class Destroyer units.) 
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- LOCKED: TEMPEST HARDSHELL
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- LOCKED: NARTHECIUM ARRAY
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- LOCKED: ARCHANGEL CHASSIS     
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WEAPON RESEARCH: (10% COST to begin.)
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[ ] INDUCTION BLASTERS 			(Unlocks Induction weaponry in the Hellion Armoury)
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[ ] MASS DRIVER 			(Unlocks Linear Accelerator in the Hellion Armoury)
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[ ] DISINTEGRATOR CANNON 		(Unlocks Disintegrator weaponry in the Hellion Armoury)
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[X] COBALT LASER  			(Enhances Photonic weaponry in the Hellion Armoury)
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[ ] MACHINE CANNON 			(Unlocks High-Impact weaponry in the Hellion Armoury)
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[ ] HEAVY FUSION CELL 			(Unlocks Heavy Fusion Cell for production.)
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[ ] MICRO-SCALE SUSPENSORS 		(Unlocks an additional Heavy Weapon slot.) 
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[ ] POSITRON LANCE			(Unlocks Positron weaponry in the Hellion Armoury)
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HELLION UPGRADE: (15% COST to begin.)
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[X] PHOTON SHIELD GENERATOR 		(Hellions have integrated energy shields.)
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[X] GOSPEL RELAY			(You can now give direct orders to Hellions within line-of-sight.)
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[ ] ENDOSTEEL INTERNAL STRUCTURE 	(Hellions are more manoeuvrable.)
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[ ] SAMAEL CIRCUIT                      (Hellions now process Essence from their kills.) 
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[X] SAMAEL CIRCUIT                      (Hellions now process Essence from their kills.) 
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[X] PHASE RESONATOR 			(Hellions have a longer operation time.)
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[ ] REACTIVE PLATING 			(Hellion armour adapts to incoming attacks.)  	
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[X] ESSENCE ASSIMILATOR			(When a Hellion is destroyed, adjacent Hellions absorb the Essence core to
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		 		         empower themselves.)  
68
[ ] ARC CHARGER				(Hellions generate lightning when in flight.)
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[ ] SCRANDER PROPULSION SYSTEM	 	(Hellions now have Jet Scranders.)
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[ ] SHRIKE FLECHETTE PROJECTOR 		(Hellions now have Shrike Fragmentation Blades.)
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[X] SOLARIS GENERATOR 			(Hellions now have Solaris Enhancement Arrays.) 
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[X] AUDITIO ARRAY 		        (Virtue-class units can now receive and relay orders from the Dominion to
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					 the rest of the flight.)
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[ ] CHOIR BEACON 			(Virtue-class units now passively boost all other Hellions in the  
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					vicinity.)  
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[ ] DIRGE CASTERS 			(Virtue-class units now have ECM suites.)
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[ ] STURM BOOSTER 			(Cherubim-class units now have Sturm Booster external propellant systems.)             
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[ ] OVERDRIVE INFUSER	 		(Cherubim-class units can now greatly increase their strength and speed for a short period of 
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					time.)
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[ ] INCOM SYSTEM			(Cherbum-class units are now individually equipped with two Interceptors.) 
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[ ] FAUST IMPACTORS		        (Cherubim-class units are now equipped with enhanced Crisis Arms.) 
82
[ ] IGNITH ARRAY 			(Cherubim-class units are now equipped with shoulder-mounted heat cannons.)
83
[ ] SEISMIC DISRUPTORS 			(Cherubim-class units are now equipped with Quake Cannons.)
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85
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LEUKOCYTE UPGRADE: (25% COST to begin)
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[ ] DISTORTION CANNON   	        (The Leukocyte now has a new firing option - The ability to teleport a large  	
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                                    	quantity of superdense base matter into the target zone, explosively
90
 					destabilizing the surrounding area. This firing mode can be utilized  
91
                                	underground.)
92
[ ] SYNAPSE CAPACITORS I		(All of the Leukocyte's weapons cost 5% less to fire. This upgrade may be
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  				  	taken multiple times.)
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[ ] ALL-ASPECT SENSOR ARRAY 		(Increases the Leukocyte's accuracy.)
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[ ] SOLARIS CHARGING MATRIX I		(Reduces the time taken for the Leukocyte to charge.)
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[ ] SECONDARY RELAY STATION I 		(Reduces the time taken for the Leukocyte to lock onto the target.)
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[ ] POSITRON DESIGNATOR 		(Unlocks a hand-held personal designator, with the capability to 'mark'
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  					targets within line-of-sight.)  
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RED COMET UPGRADE: (15% COST to begin)
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[ ] CYCLIC SHIELD MATRIX                (The dual-phase shield recharges/changes modes faster.)
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[ ] CASCADE RESONATOR                   (You can now utilize Codebursts while piloting the Red Comet.) 
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[X] GALVANIC EMITTERS  		        (The Armory Guardian can now generate an anti-personnel shock field.)
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[ ] GUARDIAN AI VER. 1.0		(The Armory Guardian now has a primitive AI, allowing it to function 
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				 	autonomously.)
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[X] TELEPORT HOMER			(Unlocks a matter transfer beacon, allowing the Red Comet to be teleported 
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				 	directly to your location.) 
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[ ] BREACHING SPIKES 			(Equips the Red Comet with high-density drills, allows for the rapid 
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 					denudation and destruction of matter.)
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[ ] VOID ORDNANCE ARRAY 		(You can now load the Red Comet with Void Anchors, which can be launched as  
113
 					direct-fire missiles.)
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[ ] DISRUPTOR ARRAY			(The Armory Guardian can now jam communications and sensors in the area.)
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[X] MULTICORE CONVERTER			(The Armory Guardian's internal structure now gradually regenerates with 
116
 					each kill.)
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[ ] MODULAR AMMUNITION SYSTEM 		(The Red Comet's 30mm cannons can now be loaded with AP, incendiary and
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 					shatterstack munitions.)
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[ ] TACTICAL LAUNCHER			(The Red Comet's Fragmentation Launcher can now be loaded with Chaff, Smoke
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 					and Acid rounds.)
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[ ] MIMETIC ALLOYS 			(The Red Comet's energy resistance increases, while the radar profile
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[X] MIMETIC ALLOYS 			(The Red Comet's energy resistance increases, while the radar profile
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                                        decreases. The combat chassis can now change hue at will.)
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[ ] GRAVIMETRIC NEXUS			(The combat chassis's gravimetric suspensors are greatly enhanced.)
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[ ] PANOPTIC ARRAY			(The Red Comet now has a backup sensor array, in the form of self-propelled
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					 Argus Bits.)
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[ ] INDUCTION CHARGE CAPACITORS 	(Improves the rate and power of the Induction Blasters.)
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[X] MYOMER HYPERTROPHY			(Increases the Armory Guardian's strength and speed, as well as the weapon
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					 capacity.)
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[ ] CHASSIS REINFORCEMENT I 		(Increases the Red Comet's durability, as well as the weapon capacity.)
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[ ] REFLECTOR BITS 			(The Armory Guardian is now equipped with self-propelled Reflector Bits,
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					 allowing for greater spread of the Cobalt Lasers.)
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[ ] THANATOS INFUSER 			(The Armory Guardian gains a boost to Energy with each kill.)
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[ ] NITRO BOOSTER			(The Armory Guardian can now mimic the Cobalt Booster's enhancement functionality.)
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[ ] LIFTER SYSTEM I			(The Armory Guardian is now capable of low-level flight.)
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[ ] ZERO-POINT DRIVE I			(The Armory Guardian is now capable of driving up - And anchoring against - vertical surfaces.)
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[ ] HIGH-YIELD GENERATOR I		(The Armory Guardian regenerates Energy at a faster rate.)
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[ ] NOVA REACTOR 			(The Armory Guardian has a higher Energy capacity.)
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[ ] PROGENITOR ENGRAM 			(The Armory Guardian's ammunition reserves now gradually regenerate.)  
139
[ ] STRIKE HARKENS			(The Armory Guardian can now launch grappling cables.)
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HOLLOW SUN UPGRADE: (30% COST to begin)
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144
[ ] QUANTUM ACCELERATOR 		(Allows you to accelerate the rate of research by spending more Hollow Sun energy.)
145
[ ] TERMINUS SCANNER 		        (Allows you to scan Players, to unlock custom enhancements - Or tailored upgrades.)
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[ ] VEHICLE BAY II 			(Unlocks an additional Vehicle Bay for use with the Teleport Homer.) 
147
[ ] MODULAR FRAME - HELLION 		(Hellion hardshells are now compatible with your armour, allowing them to replace damaged or 
148
					destroyed limbs with balanced parts.)
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[ ] MODULAR FRAME - VIRTUE 		(Virtue hardshells are now compatible with your armour, allowing you to replace damaged or 
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					destroyed limbs with high-performance parts.) 
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[ ] MODULAR FRAME - CHERUBIM      	(Cherubim hardshells are now compatible with your armour, allowing you to replace damaged or 		
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					destroyed limbs with heavy-duty parts.) 
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[ ] TRANSFORMATION SERVOES - HELLION I  (Hellions can now be reconfigured into Ardor Grip auxiliary charge units.)
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[ ] TRANSFORMATION SERVOES - VIRTUE I   (Virtue-class units can now be reconfigured into Metatron Wing flight units.) 
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[ ] TRANSFORMATION SERVOES - CHERUBIM I (Cherubim-class units can now be reconfigured into shoulder-mounted Goliath cannon arrays.)
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[ ] DIRAC TRANSMITTER I                 (Allows for short-range communication via Joker Icons, with a delay between transmissions.) 
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ARMOURY:
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[ ] UNLOCK RELIC - 25% COST per unlock.
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GRINDER:
164
[ ] CONVERT ESSENCE SIGNATURE
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- LEGION ARMIGER
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UNLOCKED: 
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VIRTUE-CLASS HELLION:
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172
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. 
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While lightly armed and armoured, Virtues are significantly more agile than standard Hellions - Relying on paired handguns to keep up a constant hail of fire. 
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CHERUBIM-CLASS HELLION:
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Heavily armed and armoured, 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.
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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. 
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PHASE RESONATOR:
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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. 
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ESSENCE ASSIMILATOR:
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When a Hellion is destroyed, adjacent Hellions absorb the Essence core to empower themselves. 
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GOSPEL RELAY:
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You can now give direct orders to Hellions within line-of-sight.
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RELIC VAULT:
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a) LUCIFER BITS:
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Substantially larger than your existing Interceptors, Lucifer-pattern Bits rely on an advanced photonic laser array - Modelled after Hellion weaponry - instead of the compact particle emitters utilized in your Rifle Bits.
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With each Bit featuring a built-in charging core, it appears that the Lucifers can muster a significantly higher energy output than your current Interceptors. According to the schematics, the Bits will progress through three stages of alignment while in use, before the optimal configuration is achieved.
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Now further enhanced by the integration of Cobalt Laser technology, the Lucifer Bits have enhanced cutting power and cycle rates, allowing for a constant web of fire. 
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b) HELLION LAUNCHER:
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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.  
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c) SOTTO VOCA:
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This oddly-named system appears to be some kind of directed energy array. Extremely power-intensive, it has a highly specialized purpose: When in use, the system creates an effect that radiates across the EM spectrum, broadcast from emitters concealed within your armour.
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d) SKYSHAPER:
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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.  
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e) KOLEOS: 
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Held in a steel frame, this hardstone scarab bears a distinctive geometric pattern of interlocking hexagons across the head and wingcase, with magnetic couplings to secure it to your armour.
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f) ECHO REGALIA: 
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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.   
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g) THE CONDEMNER:
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Incorporating the functions of both a Cobalt Laser and Phase Sword, this dual-mode weapon is a masterwork of photonic technology. In it's primary form, the Condemner can be utilized as a high-powered pulse laser - However, when the firing impulse is sustained and the cohered phase field activated, the constant stream of photonic energy can be wielded as a blade of ferocious cutting power. While lesser models rely on a solid blade for the weapon's core, the Condemner can be swiftly reconfigured into a potent close-combat weapon with the press of a button. 
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h) AXEL GRIPS: 
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Raptor-winged and exquisitely detailed - Down to their pinions and articulated talons - these paired brass ornaments are easily maglocked to your gauntlets. Despite their decorative appearance, each one conceals an intricate network of miniaturized Cobalt Laser technology, with a high-capacity fusion cartridge and a single-shot discharging mechanism. 
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HELLION ARMOURY:
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236
The following items are the arms and armour 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.
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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.
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(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.)
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LIGHT WEAPONS:
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a) MASER EMITTER:
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PRIMING: 15% Cobalt Booster
248
TWIN-LINKED: 25% Cobalt Booster
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250
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 armoured shell.
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252
In combat, multiple Hellions focus their Emitters on the same target for a cumulative - And highly disruptive - effect.
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b) ARC GUN:
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PRIMING: 15% Cobalt Booster
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TWIN-LINKED: 25% Cobalt Booster
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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.
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c) PULSE CARBINE:
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PRIMING: 10% Cobalt Booster
264
TWIN-LINKED: 15% Cobalt Booster
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266
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 tofu 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.
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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.
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d) ION BLASTER:
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PRIMING: 10% Cobalt Booster
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TWIN-LINKED: 15% Cobalt Booster
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275
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.
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e) COBALT LASER:
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PRIMING: 15% Cobalt Booster
280
TWIN-LINKED: 25% Cobalt Booster
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Derived from Armoury 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 armour. 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. 
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HEAVY WEAPONS:
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a) REVOLVE BAZOOKA:
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PRIMING: 15% Cobalt Booster
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291
This bulky smoothbore launcher fires high-gauge explosive shells, fused to detonate on impact: A primarily anti-armour 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.
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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. 
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b) SCATTER LASER:
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PRIMING: 20% Cobalt Booster
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299
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.
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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.  
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c) GRAVITON CANNON:
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PRIMING: 25% Cobalt Booster
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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.
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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.
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d) PHOTON BEAMER:
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PRIMING: 30% Cobalt Booster
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315
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.
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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 armour. While existing for a scant few seconds, the beam can be 'swept' across a distance to scythe apart targets. 
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Multiple consecutive shots may cause the barrel to overheat, and can greatly reduce the user's capabilities until his armour accounts for the drain.
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321
e) LINE LAUNCHER:
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323
PRIMING: 20% Cobalt Booster
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325
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.
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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. 
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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.
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f) GATLING LASER: 
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PRIMING: 30% Cobalt Booster
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335
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 'calibre' 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-armoured 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. 
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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. 
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340
MELEE WEAPONS:
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342
a) PHOTON LANCE:
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344
PRIMING: 10% Cobalt Booster
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346
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.
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348
In combat, Hellions have a tendency to impale opponents on thrown weapons, after setting them to explode.  
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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. 
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b) ELECTROMAGNETIC GLADIUS:
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PRIMING: 10% Cobalt Booster
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356
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.)
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c) PHASE SWORD:
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360
PRIMING: 15% Cobalt Booster
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362
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.
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d) FRICTION AXE:
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366
PRIMING: 15% Cobalt Booster
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368
This razor-sharp crescent battleaxe has - unusually - a trigger housing at the grip. When depressed, the millimetre-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.
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e) PHOTON ZAUBER:
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PRIMING: 20% Cobalt Booster
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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. 
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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. 
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THE FOUNDRY:
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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.
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At present, the Foundry can manufacture the following items:
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385
a) VOID ANCHOR - 15% COST
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387
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.
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A Void Anchor has two functions:
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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. 
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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. 
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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. 
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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 Anhor in combat. 
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(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.
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You can carry a single Void Anchor at a time. However, you can carry a second Void Anchor instead of a Heavy Weapon.)
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b) LIGHT FUSION CELL - 5% COST
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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 armour - before they can function. 
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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.  
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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.
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(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 armour's charging elements.
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Unfortunately, LFCs can't be used with Heavy Weapons like the Graviton Cannon.)  
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c) TALON - 10% COST
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Set into an armour'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 armour's system, allowing the user to direct and fire a heavy weapon with a substantial improvement in speed and accuracy. 
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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. 
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(tl;dr - The Talon is a modification to one of your armour'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. 
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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.
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A Heavy Weapon attached to the Talon has greater accuracy and a lower recharge time.)
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d) ARSENAL BEACON - 20% COST
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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 armoury of the Hollow Sun - teleporting weapons directly to the Beacon's integrated receiver. 
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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. 
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The Arsenal Beacon can be carried in one-hand, or mag-clamped to the user's back. 
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(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.
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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.) 
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e) ADVENT CASTER - 30% COST
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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.
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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 vicnity, though the broadcast signal can potentially be identified.
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f) RAPTOR - 50% COST 
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A one-man aerial craft, the Raptor-class flying hangar is a vector-thrust vehicle with exceptional speed and manoeuvrability; 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. 
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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-armoured, 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. 
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g) ASSAULT ROADER - 50% COST
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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. 
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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. 
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RELIC ALTERATION:
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The Foundry can also modify the following Relics:
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a) ASSAULT SHROUD - 20% COST per module. 
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The Assault Shroud's nanomaterial fabric - While intended for defence - is infinitely malleable. By incorporating one of the following modules, the Assault Shroud's core functions can be significantly altered.  
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i) MULETA - EQUIPPED
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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.       
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(Shrike Blades can be generated at 10% Assault Shroud per volley. The greater the expenditure, the greater the number of Shrike Blades generated.)
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ii) CAPA: 
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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. 
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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. 
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(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%.)
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iii) CAPOTE:
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Now fully integrated with the user's armour, 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.
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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. 
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(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.)
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iv) MIMETIC ADAPTOR I - 25% COST 
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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.
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(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.)
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v) MNEMOSIS BINDER - 25% COST
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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. 
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(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. 
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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.
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The effects of the MNEMOSIS BINDER do not apply to EXEC_SWARM.)
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b) ARGUS SYSTEM 
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i) SIGNAL BOOSTER - 15% COST 
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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. 
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(tl;dr - You can now use the Cobalt Booster to amplify the Argus System.)
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ii) DIRGE CASTER - 20% COST
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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 armour sensors. 
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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 armour's systems can filter it out. 
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The Argus System's original functions can't be activated when the Dirge Caster is in use. 
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(tl;dr The Argus System can now be used to jam sensors.)
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c) INTERCEPTOR SYSTEM
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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. 
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i) SWORD BITS - 20% COST
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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.  
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ii) CORSAIR BITS - 20% COST
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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.
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Notably, Corsairs fire pulse blasts instead of a sustained particle beam.
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d) TELEPORT HOMER
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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. 
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i) SUMMON HELLION - 40% COST
541
ii) SUMMON VIRTUE-CLASS HELLION - 40% COST
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iii) SUMMON CHERUBIM-CLASS HELLION - 40% COST
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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 armoured, 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. 
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And eventually, everything is a threat. 
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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.
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VEHICLE UPGRADES:
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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. 
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a) RAPTOR - 20% COST per upgrade.
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i) REACTIVE ARMOUR I: 
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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 manoeuvrability. 
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Each level of Reactive Armour increases the Raptor's durability. 
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ii) ENDOSTEEL INTERNAL STRUCTURE I: 
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Adapted from the skeletal structure of a Player's armour, this upgrade increases the Raptor's structural integrity, and reduces the risk of immediate damage to the sensitive flight components. 
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Each level of Endosteel Internal Structure increases the Raptor's HP, and lowers the risk of a critical hit. 
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iii) RAMJET ENGINE:
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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. 
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iii) CYCLIC PULSE BLASTERS:
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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.
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iv) MOVABLE HARDPOINTS I & II:
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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. 
580
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v) ION SMARTGUN: 
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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. 
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vi) SHRIKE CUTTERS:
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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. 
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vii) SMART MISSILE SYSTEM I:
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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-armour weapons, Seeker missiles have a comparatively small blast radius, but can inflict serious damage to most targets. 
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Each level of this upgrade provides an additional pair of missiles. 
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viii) ADVANCED TARGETING SYSTEM:
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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. 
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ix) VECTORED RETRO-THRUSTERS: 
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While already incredibly manoeuvrable, the additional of supplemental thruster nozzles grants the Raptor an addition degree of precision agility, allowing it to freely hover and rotate on its own axis.  
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x) TACTICAL UPLINK I: 
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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.  
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xi) GUARDIAN AI V1.0/V1.5/V2.0: 
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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. 
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xii) DISPERSION FIELD:
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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. 
614
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b) OPHANIM: 20% COST per upgrade.
616
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i) REACTIVE ARMOUR I
618
619
ii) ENDOSTEEL INTERNAL STRUCTURE I
620
621
iii) CYCLIC PULSE BLASTERS
622
623
v) SMART MISSILE SYSTEM I
624
625
vi) VECTORED RETRO-THRUSTERS
626
627
vii) ADVANCED TARGETING SYSTEM
628
629
viii) RAMJET ENGINE
630
631
ix) ZERO-POINT DRIVE:
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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 fifteen feet) of the surface - Any further, and gravity reasserts itself. 
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x) CHAIN MINE I: 
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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. 
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Each upgrade grants an additional canister. 
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xi) INFERNO MODULE: 
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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. 
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xii) RAMMING SHIELD:
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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.