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Hollow Sun Guide 2.3

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Jan 8th, 2014
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  1. HELLION SHELL PRODUCTION:
  2. [X] OFF
  3. [ ] LOW
  4. [ ] MEDIUM
  5. [ ] HIGH
  6.  
  7. VIRTUE HARDSHELL PRODUCTION:
  8. [ ] OFF
  9. [X] LOW
  10. [ ] MEDIUM
  11. [ ] HIGH
  12.  
  13. ESSENCE CORE PRODUCTION:
  14. [X] LOW
  15. [ ] MEDIUM
  16. [ ] HIGH
  17.  
  18. HELLION RESEARCH: (20% COST to begin.)
  19.  
  20. [ ] RESEARCH: ASSAULT HARDSHELL (Unlocks Throne-class Assault Hellions)
  21. [X] UNLOCKED: SERAPHIM COMMAND MODULE (Unlocks Virtue-class Command Units.)
  22. [ ] RESEARCH: SIEGEBREAKER CHASSIS (Unlocks Cherubim-class Heavy Units.)
  23. - LOCKED: SUPERHEAVY CHASSIS
  24. - LOCKED: NARTHECIUM ARRAY
  25.  
  26. WEAPON RESEARCH: (10% COST to begin.)
  27.  
  28. [ ] INDUCTION BLASTERS (Unlocks Induction weaponry in the Hellion Armoury)
  29. [ ] MASS DRIVER (Unlocks Linear Accelerator in the Hellion Armoury)
  30. [ ] DISINTEGRATOR CANNON (Unlocks Disintegrator weaponry in the Hellion Armoury)
  31. [ ] COBALT LASER (Enhances Photonic weaponry in the Hellion Armoury)
  32. [ ] HEAVY FUSION CELL (Unlocks Heavy Fusion Cell for production.)
  33.  
  34. HELLION UPGRADE: (15% COST to begin.)
  35.  
  36. [ ] PHOTON SHIELD GENERATOR (Hellions have integrated energy shields.)
  37. [ ] ENDOSTEEL INTERNAL STRUCTURE (Hellions are more manoeuvrable.)
  38. [X] PHASE RESONATOR (Hellions have a longer operation time.)
  39. [ ] REACTIVE PLATING (Hellion armor adapts to incoming attacks.)
  40. [ ] ESSENCE ASSIMILATOR (When a Hellion is destroyed, adjacent Hellions absorb the Essence core to
  41. empower themselves.)
  42. [ ] ARC CHARGER (Hellions generate lightning when in flight.)
  43. [ ] SCRANDER PROPULSION SYSTEM (Hellions now have Jet Scranders.)
  44. [ ] SHRIKE FLECHETTE PROJECTOR (Hellions now have Shrike Fragmentation Blades.)
  45. [ ] AUDITIO ARRAY (Virtue-class units can now receive and relay orders from the Dominion to
  46. the rest of the flight.)
  47. [ ] CHOIR BEACON (Virtue-class units now passively boost all other Hellions in the
  48. vicinity.)
  49. [ ] DIRGE CASTERS (Virtue-class units now have ECM suites.)
  50.  
  51. RED COMET UPGRADE: (15% COST to begin)
  52.  
  53. [ ] CYCLIC SHIELD MATRIX (The dual-phase shield recharges/changes modes faster.)
  54. [ ] CASCADE RESONATOR (You can now utilize Codebursts while piloting the Red Comet.)
  55. [ ] GALVANIC EMITTERS (The Armory Guardian can now generate an anti-personnel shock field.)
  56. [ ] DISRUPTOR ARRAY (The Armory Guardian can now jam communications and sensors in the area.)
  57. [ ] MODULAR AMMUNITION SYSTEM (The Red Comet's 30mm cannons can now be loaded with AP, incendiary and shatterstack munitions.)
  58. [ ] TACTICAL LAUNCHER (The Red Comet's Fragmentation Launcher can now be loaded with Chaff, Smoke and Acid rounds.)
  59. [ ] MIMETIC ALLOYS (The Red Comet's energy resistance increases, while the radar profile
  60. decreases. The combat chassis can now change hue at will.)
  61. [ ] GRAVIMETRIC NEXUS (The combat chassis's gravimetric suspensors are greatly enhanced.)
  62. [ ] PANOPTIC ARRAY (The Red Comet now has a backup sensor array, in the form of self-propelled
  63. Argus Bits.)
  64. [ ] INDUCTION CHARGE CAPACITORS (Improves the rate and power of the Induction Blasters.)
  65. [ ] MYOMER HYPERTROPHY (Increases the Armory Guardian's strength and speed, as well as the weapon
  66. capacity.)
  67. [ ] CHASSIS REINFORCEMENT I (Increases the Red Comet's durability, as well as the weapon capacity.)
  68. [ ] REFLECTOR BITS (The Armory Guardian is now equipped with self-propelled Reflector Bits,
  69. allowing for greater spread of the Cobalt Lasers.)
  70.  
  71.  
  72. ARMORY:
  73. [ ] UNLOCK RELIC - 25% COST per unlock.
  74.  
  75.  
  76. GRINDER:
  77. [ ] CONVERT ESSENCE SIGNATURE
  78.  
  79.  
  80. UNLOCKED:
  81.  
  82. VIRTUE-CLASS HELLION:
  83.  
  84. 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.
  85.  
  86. 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.
  87.  
  88. PHASE RESONATOR:
  89.  
  90. 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.
  91.  
  92.  
  93. RELIC VAULT:
  94.  
  95. a) LUCIFER BITS
  96.  
  97. 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.
  98.  
  99. 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.
  100.  
  101. b) HELLION LAUNCHER:
  102.  
  103. 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.
  104.  
  105. c) SOTTO VOCA
  106.  
  107. 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 armor.
  108.  
  109. d) SKYSHAPER
  110.  
  111. 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.
  112.  
  113. e) EMULATOR MODULE
  114.  
  115. This tiny electronic chip has an emblem of crossed swords on its onyx surface. Code clusters thickly around the module, but you're unable to read the coiling streamers of data.
  116.  
  117.  
  118. HELLION ARMOURY:
  119.  
  120. 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.
  121.  
  122. 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.
  123.  
  124. (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.)
  125.  
  126.  
  127. LIGHT WEAPONS:
  128.  
  129. a) MASER EMITTER:
  130.  
  131. PRIMING: 15% Cobalt Booster
  132. TWIN-LINKED: 25% Cobalt Booster
  133.  
  134. 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.
  135.  
  136. In combat, multiple Hellions focus their Emitters on the same target for a cumulative - And highly disruptive - effect.
  137.  
  138. b) ARC GUN:
  139.  
  140. PRIMING: 15% Cobalt Booster
  141. TWIN-LINKED: 25% Cobalt Booster
  142.  
  143. 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.
  144.  
  145. c) PULSE CARBINE:
  146.  
  147. PRIMING: 10% Cobalt Booster
  148. TWIN-LINKED: 15% Cobalt Booster
  149.  
  150. 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.
  151.  
  152. 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.
  153.  
  154. d) ION BLASTER:
  155.  
  156. PRIMING: 10% Cobalt Booster
  157. TWIN-LINKED: 15% Cobalt Booster
  158.  
  159. 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.
  160.  
  161.  
  162. HEAVY WEAPONS:
  163.  
  164. a) REVOLVE BAZOOKA:
  165.  
  166. PRIMING: 15% Cobalt Booster
  167.  
  168. 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.
  169.  
  170. 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.
  171.  
  172. b) SCATTER LASER:
  173.  
  174. PRIMING: 20% Cobalt Booster
  175.  
  176. 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.
  177.  
  178. c) GRAVITON CANNON:
  179.  
  180. PRIMING: 25% Cobalt Booster
  181.  
  182. 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.
  183.  
  184. 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.
  185.  
  186. d) PHOTON BEAMER:
  187.  
  188. PRIMING: 30% Cobalt Booster
  189.  
  190. 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.
  191.  
  192. Multiple consecutive shots may cause the barrel to overheat, and can greatly reduce the user's capabilities until his armour accounts for the drain.
  193.  
  194. e) LINE LAUNCHER:
  195.  
  196. PRIMING: 20% Cobalt Booster
  197.  
  198. 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.
  199.  
  200. 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.
  201.  
  202. 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.
  203.  
  204.  
  205. MELEE WEAPONS:
  206.  
  207. a) PHOTON LANCE:
  208.  
  209. PRIMING: 10% Cobalt Booster
  210.  
  211. 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.
  212.  
  213. In combat, Hellions have a tendency to impale opponents on thrown weapons, after setting them to explode.
  214.  
  215. b) ELECTROMAGNETIC GLADIUS:
  216.  
  217. PRIMING: 10% Cobalt Booster
  218.  
  219. 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.)
  220.  
  221. c) PHASE SWORD:
  222.  
  223. PRIMING: 15% Cobalt Booster
  224.  
  225. 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.
  226.  
  227. d) FRICTION AXE:
  228.  
  229. PRIMING: 15% Cobalt Booster
  230.  
  231. 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.
  232.  
  233.  
  234. THE FOUNDRY:
  235.  
  236. 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.
  237.  
  238. At present, the Foundry can manufacture the following items:
  239.  
  240. a) VOID ANCHOR - 15% COST
  241.  
  242. 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.
  243.  
  244. A Void Anchor has two functions:
  245.  
  246. 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.
  247.  
  248. 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.
  249.  
  250. 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.
  251.  
  252. 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.
  253.  
  254. (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.
  255.  
  256. You can carry a single Void Anchor at a time. However, you can carry a second Void Anchor instead of a Heavy Weapon.)
  257.  
  258. b) LIGHT FUSION CELL - 5% COST
  259.  
  260. 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.
  261.  
  262. 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.
  263.  
  264. 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.
  265.  
  266. (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.
  267.  
  268. Unfortunately, LFCs can't be used with Heavy Weapons like the Graviton Cannon.)
  269.  
  270. c) TALON - 10% COST
  271.  
  272. 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.
  273.  
  274. 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.
  275.  
  276. (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.
  277.  
  278. 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.
  279.  
  280. A Heavy Weapon attached to the Talon has greater accuracy and a lower recharge time.)
  281.  
  282.  
  283. d) ARSENAL BEACON - 20% COST
  284.  
  285. 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.
  286.  
  287. 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.
  288.  
  289. The Arsenal Beacon can be carried in one-hand, or mag-clamped to the user's back.
  290.  
  291. (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.
  292.  
  293. 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.)
  294.  
  295.  
  296. RELIC ALTERATION:
  297.  
  298. The Foundry can also modify the following Relics:
  299.  
  300. a) ASSAULT SHROUD - 20% COST per module.
  301.  
  302. 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.
  303.  
  304. i) MULETA:
  305.  
  306. 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.
  307.  
  308. (Shrike Blades can be generated at 10% Assault Shroud per volley. The greater the expenditure, the greater the number of Shrike Blades generated.)
  309.  
  310. ii) CAPA:
  311.  
  312. 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.
  313.  
  314. 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.
  315.  
  316. (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%.)
  317.  
  318. iii) CAPOTE:
  319.  
  320. 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.
  321.  
  322. 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.
  323.  
  324. (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.)
  325.  
  326. b) ARGUS SYSTEM
  327.  
  328. i) SIGNAL BOOSTER - 15% COST
  329.  
  330. 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.
  331.  
  332. (tl;dr - You can now use the Cobalt Booster to amplify the Argus System.)
  333.  
  334. ii) DIRGE CASTER - 20% COST
  335.  
  336. 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.
  337.  
  338. 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.
  339.  
  340. The Argus System's original functions can't be activated when the Dirge Caster is in use.
  341.  
  342. (tl;dr The Argus System can now be used to jam sensors.)
  343.  
  344. c) INTERCEPTOR SYSTEM
  345.  
  346. 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.
  347.  
  348. i) SWORD BITS - 20% COST
  349.  
  350. 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.
  351.  
  352. ii) CORSAIR BITS - 20% COST
  353.  
  354. 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.
  355.  
  356. Notably, Corsairs fire pulse blasts instead of a sustained particle beam.
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