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.
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 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.
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.
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.
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.
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 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.