Grimoire:Enemies/Fallen Arsenal: Difference between revisions
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==Shock Rifle== | ==Shock Rifle== | ||
[[File:FallenShockRifleGrimoireCard.jpg|right|150px]] | [[File:FallenShockRifleGrimoireCard.jpg|right|150px]] | ||
Although based on the same Arc technology as other Fallen weaponry, this rifle has a distinct advantage: the projectiles it fires track unerringly to the target. The exact mechanism behind this is unclear, but the rifle seems to steer the slow-moving molten projectile down an artificial field line. | Although based on the same Arc technology as other Fallen weaponry, this [[Shock Rifle|rifle]] has a distinct advantage: the projectiles it fires track unerringly to the target. The exact mechanism behind this is unclear, but the rifle seems to steer the slow-moving molten projectile down an artificial field line. | ||
{{clear}} | {{clear}} | ||
==Shrapnel Launcher== | ==Shrapnel Launcher== | ||
[[File:FallenShrapnelLauncherGrimoireCard.jpg|right|150px]] | [[File:FallenShrapnelLauncherGrimoireCard.jpg|right|150px]] | ||
The Shrapnel Launcher is a simple, effective, robust weapons system that the Fallen can build without risking vital resources. | The [[Shrapnel Launcher]] is a simple, effective, robust weapons system that the Fallen can build without risking vital resources. | ||
The weapon fires loose-forged canisters of explosives and shrapnel down electromagnetic rails embedded in the barrel. Captains favor this weapon for its intimidating presence. It deals Solar damage. | The weapon fires loose-forged canisters of explosives and shrapnel down electromagnetic rails embedded in the barrel. [[Captains]] favor this weapon for its intimidating presence. It deals Solar damage. | ||
{{clear}} | {{clear}} | ||
==Wire Rifle== | ==Wire Rifle== | ||
[[File:FallenWireRifleGrimoireCard.jpg|right|150px]] | [[File:FallenWireRifleGrimoireCard.jpg|right|150px]] | ||
The Wire Rifle utilizes shock cores to charge thin wires of an exotic metal, converting them into Arc-infused molten shards with an extraordinary muzzle velocity. | The [[Wire Rifle]] utilizes shock cores to charge thin wires of an exotic metal, converting them into Arc-infused molten shards with an extraordinary muzzle velocity. | ||
{{clear}} | {{clear}} | ||
==Shock Dagger== | ==Shock Dagger== | ||
[[File:FallenShockDaggerGrimoireCard.jpg|right|150px]] | [[File:FallenShockDaggerGrimoireCard.jpg|right|150px]] | ||
The Shock Dagger is a deadly combination of stun gun and knife. Composed of a lightweight metal and powered by a small Arc charge, the Shock Dagger is capable of cutting through armor and delivering a staggering jolt of electricity. The Fallen use them for every purpose imaginable, from light metalwork to hand-to-hand combat. | The [[Shock Dagger]] is a deadly combination of stun gun and knife. Composed of a lightweight metal and powered by a small Arc charge, the Shock Dagger is capable of cutting through armor and delivering a staggering jolt of electricity. The Fallen use them for every purpose imaginable, from light metalwork to hand-to-hand combat. | ||
{{clear}} | {{clear}} | ||
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These full-length edged weapons gather Arc energy from a system of shock cores and charging caps in the hilt, converting the entire length of the blade into a plasma cutting torch. | These full-length edged weapons gather Arc energy from a system of shock cores and charging caps in the hilt, converting the entire length of the blade into a plasma cutting torch. | ||
Brutally efficient in the hands of a skilled Captain, Shock Blades are not ceremonial weapons built for show. Guardians would do well to respect the threat they present. | Brutally efficient in the hands of a skilled Captain, [[Shock Blade|Shock Blades]] are not ceremonial weapons built for show. [[Guardians]] would do well to respect the threat they present. | ||
{{clear}} | {{clear}} | ||
== Shock Grenade == | == Shock Grenade == | ||
[[File:FallenShockGrenadeGrimoireCard.jpg|right|150px]] | [[File:FallenShockGrenadeGrimoireCard.jpg|right|150px]] | ||
The Shock Grenade is a simple, effective Fallen weapon. The core of the device is a shock core encased in an induction motor. Once activated, an Arc charge builds in the core until it reaches critical mass, starting a chain reaction that ends with a devastating explosion. | The [[Shock Grenade]] is a simple, effective Fallen weapon. The core of the device is a shock core encased in an induction motor. Once activated, an Arc charge builds in the core until it reaches critical mass, starting a chain reaction that ends with a devastating explosion. | ||
{{clear}} | {{clear}} | ||
==Skiff== | ==Skiff== | ||
[[File:Grimoire Skiff.jpg|right|150px]] | [[File:Grimoire Skiff.jpg|right|150px]] | ||
Slipping out of stealth only to offload a crew of Fallen, the Skiff is rarely seen. On the other hand, its rumbling, booming arrival is difficult to miss - as are the weapons it uses to support its troop deployments. | Slipping out of stealth only to offload a crew of Fallen, the [[Skiff]] is rarely seen. On the other hand, its rumbling, booming arrival is difficult to miss - as are the weapons it uses to support its troop deployments. | ||
{{clear}} | {{clear}} | ||
==Pike== | ==Pike== | ||
[[File:FallenPikeGrimoireCard.jpg|right|150px]] | [[File:FallenPikeGrimoireCard.jpg|right|150px]] | ||
A Pike looks and sounds like rusted junk but moves like a shark. Lightning crackles in the engine, which can accelerate to fantastic speed. Twin guns mow down infantry. The Fallen deploy Pikes as high-speed harassers and patrol vehicles. | A [[Pike]] looks and sounds like rusted junk but moves like a shark. Lightning crackles in the engine, which can accelerate to fantastic speed. Twin guns mow down infantry. The Fallen deploy Pikes as high-speed harassers and patrol vehicles. | ||
{{clear}} | {{clear}} | ||
==Walker== | ==Walker== | ||
[[File:Grimoire Walker.jpg|right|150px]] | [[File:Grimoire Walker.jpg|right|150px]] | ||
Fallen Walkers are mobile gun platforms deployed in offensive and defensive roles alike. Though their insect-like design gives them an eerie, almost lifelike quality, these heavily-armored monstrosities are purely robotic. Their advanced tracking systems can account for multiple targets as their forward repeaters and massive main gun sweep the battlefield for threats. Mine dispensers provide close defense against dismounted infantry, and an on-board Shank foundry produces armed repair drones. | [[Fallen Walker|Fallen Walkers]] are mobile gun platforms deployed in offensive and defensive roles alike. Though their insect-like design gives them an eerie, almost lifelike quality, these heavily-armored monstrosities are purely robotic. Their advanced tracking systems can account for multiple targets as their forward repeaters and massive main gun sweep the battlefield for threats. Mine dispensers provide close defense against dismounted infantry, and an on-board Shank foundry produces armed repair drones. | ||
Walkers are immediate and deadly threats, having ended the Light of countless Guardians. The Fallen do not hesitate to deploy them to provide overwatch for their salvage and extraction crews. Walkers are also commonly used as blocking forces to guard key Fallen assets. At the Battle of Twilight Gap, Walkers engaged in a thunderous artillery duel with the City's gun positions. | Walkers are immediate and deadly threats, having ended the [[Light]] of countless Guardians. The Fallen do not hesitate to deploy them to provide overwatch for their salvage and extraction crews. Walkers are also commonly used as blocking forces to guard key Fallen assets. At the [[Battle of Twilight Gap]], Walkers engaged in a thunderous artillery duel with the City's gun positions. | ||
The collected wisdom of battle-hardened Guardians suggests Walkers can be beaten by focusing fire on the legs, overloading the Walker and rendering its armored core briefly vulnerable. When the Walker stumbles, Guardians should focus all available firepower on the exposed components beneath the neck plating. Some externally mounted weapons can also be disabled with precise fire. | The collected wisdom of battle-hardened Guardians suggests Walkers can be beaten by focusing fire on the legs, overloading the Walker and rendering its armored core briefly vulnerable. When the Walker stumbles, Guardians should focus all available firepower on the exposed components beneath the neck plating. Some externally mounted weapons can also be disabled with precise fire. | ||
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==Heavy Pike== | ==Heavy Pike== | ||
[[File:FallenHeavyPikeGrimoireCard.jpg|right|150px]] | [[File:FallenHeavyPikeGrimoireCard.jpg|right|150px]] | ||
The Heavy Pike is a Fallen combat and demolitions vehicle. Unlike the standard assault Pike, the weightier Heavy Pikes are equipped with high-caliber twin-nose cannons and dual expel ports to either side that launch explosive devices. | The [[Heavy Pike]] is a Fallen combat and demolitions vehicle. Unlike the standard assault Pike, the weightier Heavy Pikes are equipped with high-caliber twin-nose cannons and dual expel ports to either side that launch explosive devices. | ||
Heavy Pikes should be considered a clear and definite danger when encountered in the wilds. However, should a Guardian, or Guardians, find occasion to utilize the Heavy Pike to their own ends, such behavior is highly encouraged. | Heavy Pikes should be considered a clear and definite danger when encountered in the wilds. However, should a Guardian, or Guardians, find occasion to utilize the Heavy Pike to their own ends, such behavior is highly encouraged. | ||
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''Null Cannon'' | ''Null Cannon'' | ||
Fallen Splicers have been busy playing with what | Fallen Splicers have been busy playing with what they've looted from the Hive. A spike of Void energy binds to the heavy Cannon scaffold for a powerful charge-and-detonate missile. | ||
{{clear}} | {{clear}} | ||
[[Category:Grimoire]] | [[Category:Grimoire]] |
Latest revision as of 09:20, September 23, 2022
The Fallen Arsenal subsection of the Grimoire covers subjects related to the weapons commonly used by the Fallen.
Shock Pistol
The Shock Pistol is a simple but deadly weapon, and a mainstay of the Fallen arsenal. Primarily utilized by the lower ranking members of a given Fallen crew, Shock Pistols discharge bolts of Arc energy.
Shock Rifle
Although based on the same Arc technology as other Fallen weaponry, this rifle has a distinct advantage: the projectiles it fires track unerringly to the target. The exact mechanism behind this is unclear, but the rifle seems to steer the slow-moving molten projectile down an artificial field line.
Shrapnel Launcher
The Shrapnel Launcher is a simple, effective, robust weapons system that the Fallen can build without risking vital resources.
The weapon fires loose-forged canisters of explosives and shrapnel down electromagnetic rails embedded in the barrel. Captains favor this weapon for its intimidating presence. It deals Solar damage.
Wire Rifle
The Wire Rifle utilizes shock cores to charge thin wires of an exotic metal, converting them into Arc-infused molten shards with an extraordinary muzzle velocity.
Shock Dagger
The Shock Dagger is a deadly combination of stun gun and knife. Composed of a lightweight metal and powered by a small Arc charge, the Shock Dagger is capable of cutting through armor and delivering a staggering jolt of electricity. The Fallen use them for every purpose imaginable, from light metalwork to hand-to-hand combat.
Shock Blade
These full-length edged weapons gather Arc energy from a system of shock cores and charging caps in the hilt, converting the entire length of the blade into a plasma cutting torch.
Brutally efficient in the hands of a skilled Captain, Shock Blades are not ceremonial weapons built for show. Guardians would do well to respect the threat they present.
Shock Grenade
The Shock Grenade is a simple, effective Fallen weapon. The core of the device is a shock core encased in an induction motor. Once activated, an Arc charge builds in the core until it reaches critical mass, starting a chain reaction that ends with a devastating explosion.
Skiff
Slipping out of stealth only to offload a crew of Fallen, the Skiff is rarely seen. On the other hand, its rumbling, booming arrival is difficult to miss - as are the weapons it uses to support its troop deployments.
Pike
A Pike looks and sounds like rusted junk but moves like a shark. Lightning crackles in the engine, which can accelerate to fantastic speed. Twin guns mow down infantry. The Fallen deploy Pikes as high-speed harassers and patrol vehicles.
Walker
Fallen Walkers are mobile gun platforms deployed in offensive and defensive roles alike. Though their insect-like design gives them an eerie, almost lifelike quality, these heavily-armored monstrosities are purely robotic. Their advanced tracking systems can account for multiple targets as their forward repeaters and massive main gun sweep the battlefield for threats. Mine dispensers provide close defense against dismounted infantry, and an on-board Shank foundry produces armed repair drones.
Walkers are immediate and deadly threats, having ended the Light of countless Guardians. The Fallen do not hesitate to deploy them to provide overwatch for their salvage and extraction crews. Walkers are also commonly used as blocking forces to guard key Fallen assets. At the Battle of Twilight Gap, Walkers engaged in a thunderous artillery duel with the City's gun positions.
The collected wisdom of battle-hardened Guardians suggests Walkers can be beaten by focusing fire on the legs, overloading the Walker and rendering its armored core briefly vulnerable. When the Walker stumbles, Guardians should focus all available firepower on the exposed components beneath the neck plating. Some externally mounted weapons can also be disabled with precise fire.
Heavy Pike
The Heavy Pike is a Fallen combat and demolitions vehicle. Unlike the standard assault Pike, the weightier Heavy Pikes are equipped with high-caliber twin-nose cannons and dual expel ports to either side that launch explosive devices.
Heavy Pikes should be considered a clear and definite danger when encountered in the wilds. However, should a Guardian, or Guardians, find occasion to utilize the Heavy Pike to their own ends, such behavior is highly encouraged.
Web Mines
The Fallen have a variety of tricks up their many sleeves. The Web Mine is proximity or impact triggered snare device that releases a tangle of "heavy" arc energy, causing spatial disruption within its sphere of influence.
The Web Mine's triggering mechanism ejects the physical mine into the air where it detonates its "Web" field. The triggering mechanism and mine can both be destroyed with focused fire.
Scorch Cannon
Scorch Cannons are shoulder-mounted heavy impact weapons used by the Fallen for hull-puncturing in ship-to-ship raiding parties.
The Scorch Cannon uses a compressed Solar "furnace" to focus and direct superheated rods of solar energy. Each burst is mapped to the Cannon's firing matrix, allowing the wielder to hold a fired rod's charge. Release of the firing actuator triggers detonation. The longer the actuator is held the greater the rod's explosive impact.
SIVA Charge
SIVA Charge
On occasion, in high-voltage fields, a clump of SIVA will glitch off the main swarm. Activated but without a directive, the unstable mass seethes. Touching it triggers a chain reaction with an explosive conclusion.
Shock Cannon
Shock Cannon
Aimed from the shoulder, the Arc spike in this Fallen Cannon can smash a Sparrow in a single shot. Once lodged, the spike can be charged for several seconds, to destructive effect.
Null Cannon
Null Cannon
Fallen Splicers have been busy playing with what they've looted from the Hive. A spike of Void energy binds to the heavy Cannon scaffold for a powerful charge-and-detonate missile.