Destiny - Grimoire-Karten der Kategorie: Feinde / Gefallenen-Arsenal
Grimoire-Karten / Feinde / Gefallenen-Arsenal
+10
Schockpistole (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.
+10
Schockgewehr (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.
+10
Schrapnellwerfer (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.
+10
Drahtgewehr (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.
+10
Schockdolch (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.
+10
Schockklinge (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.
+10
Schockgranate (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.
+5
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.
+5
Moskito (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.
+5
Läufer (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.
Veröffentlicht: 07.10.2014
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