Grimoire:Enemies: Difference between revisions

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==Cabal==
==Cabal==
===The Cabal===
{{Quote|"I think you could follow a trail of shattered worlds all the way to their home."|Card blurb}}
Tactically efficient, disciplined, and unrelenting, the Cabal are the greatest known military force in the system. Their origins and ultimate objectives are a mystery, but it seems clear they have conquered more worlds than humanity has ever known.
Cabal soldiers wear pressurized armor that replicates the environment of their high-gravity homeworld. Their field tactics depend on ranks of Legionaries supported by air power, elite infantry, and ultra-heavy armor.
===Legionary===
{{Quote|"Their only tactic seems to be 'slow advance.' The problem is, they're really good at it."|Card blurb}}
Propelled by jump packs and wielding powerful slug rifles, Legionaries are the Cabal's line infantry and the backbone of their military power on the ground. Common Legionary tactics center on the bounding advance - some units attack the target while others close the range or find new firing positions.
===Phalanx===
{{Quote|"Remember, they have to take a shot sometime."|Card blurb}}
Phalanx soldiers carry massive shields, used for both attack and defense. While this protection is nearly impenetrable, clever opponents can bait the Phalanx or sneak shots around the shield.
===Centurion===
{{Quote|"They're not breaking. Why aren't they breaking?"|Card blurb}}
Centurions are tactically intelligent, highly skilled field commanders. Their armor boasts a formidable array of combat electronics and deployable munitions.
===Colossus===
{{Quote|"Where a Colossus stands, many will fall."|Card blurb}}
Towering over other Cabal, equipped with rapid-firing heavy weapons and nearly impenetrable armor, the Colossus is the most devastating heavy infantry unit in the Cabal order of battle.
===Psion===
{{Quote|"There is no higher warfare than deception."|Card blurb}}
Psions are smaller than all other Cabal morphs, and may be an unrelated species. Hyper-intelligent, fast and unpredictable, they possess strong psionic capabilities - including the ability to emit disorienting and deadly psychokinetic Arc blasts.
===Sand Eaters===
{{Quote|"The sooner we're extinguished, the sooner they can go home."|- Commander Zavala}}
The Cabal formation first and most frequently encountered by Guardians, the Sand Eaters represent the numerical bulk of the Cabal presence on Mars. Their equipment, tactics, and morale all show the weight of a long deployment - but they continue to pursue their objectives with dogged, weary determination.
===Dust Giants===
{{Quote|"Position compromised. Casualties unsustainable. Request heavy air. Request [Dust Giants]."|- Cryptarch translation of Sand Eater tactical chatter}}
Highly trained and heavily conditioned, Dust Giant soldiers seem to be recruited from veteran Sand Eater infantry. The Cabal order of battle positions them as a mobile reserve and shock force, rolled in to blunt major Vex offensives and reinforce crumbling lines.
===Siege Dancers===
{{Quote|"I've seen how fast they work. We have to hit them before they make the next move."|- Cayde-6}}
The Cabal's elite forward unit, the Siege Dancers are deployed into unsecured areas to take control and set up fortifications. Their tactical doctrine allows more freedom to unit commanders - perhaps because their missions face much greater unknowns.
Siege Dancer engineers have been observed to compete in demolition challenges. Whether this represents training or a form of recreation is unknown.
===Blind Legion===
{{Quote|"PERIMETER SECURE."|- Cryptarch translation of a Blind Legion transmission, repetition 6140}}
The Cabal presence on Mars is locked in an endless war with the Vex - and at the heart of this war is the Blind Legion. Deployed to defend vital artifacts seized from the Vex, the Legion holds its ground with fanatic zeal.
Blind Legion soldiers brave one of the most thankless, grueling assignments in the Cabal order of battle: descending into buried ruins and black catacombs to sweep for Vex presence.
===Ghost Fragment: Cabal===
I have stayed with the Cabal, even as the Light in me dims - I have been too far from the Traveler for too long. If I am not destined to find my own Guardian, at least I can inform the City of what I've learned.
I thought Mars would be the place to find a Guardian. The sand preserves everything well, and Clovis Bray had been famous for attracting talent. The brave, the brilliant, the footloose, those restless on Earth and itching for fame. I stowed away aboard a Mars scout ship, hoping.
No luck. The sand ate everything. Clothes from skin, skin from bone. It was as if there were never any people here at all. I have been through every broken window in every building. Nothing. That is, no Guardian material. And no ride back to Earth. The scout was long gone.
What I did find, however, was a way into the Cabal Warbase. Their runty piggish eyes are too dull to see me, as long as I stay out of their defense systems. The Psions are a different matter: Too quick, too clever, throwing their minds around like hammers. I creep around walls, or dig into a heap of canisters and watch from there.
There is a vast Empire behind these creatures, many star systems away. Some pledge allegiance to that far Empire, obeying their ancient marching orders. Some do not. They disagree among themselves about the answers. I wish arguing Cabal on no one. They slam their plated bodies into each other with horrendous roars. Intelligence gathering has never been so painful.
===Ghost Fragment: Cabal 2===
A hologram of a spinning golden planet, in stasis, turning gently. You can see the storms moving over its face. But when the Commanders congregate below it, when they activate whatever controls are below, it changes. Fissures appear on its face. Is that their home? When the room empties I play with the controls, but it's older, native technology that I don't recognize at all.
I don't know what it means. It's not difficult to hide in these caverns when you're as small as I am, although the Psions tend to look around them when they pass me. There are infinitely many cracks and crannies. They are not a race that fears infiltration or espionage.
There is meaning to the structure and layout of their buildings. This is a warrior people, and they lay out their fortifications along ancient principles and time-tested strategies. I can't figure out the sense that lies behind it. I would need ten times the computing power for inference calculations. But I know it's there. I can intuit it. It's like an open hand, ready to squeeze into a fist. A threat. A gesture of power.
For all their might and strength, for all that they have dug into Mars and flung up battle walls with the bureaucratic grimness of conquerors, I suspect they are fleeing from something. That within their hard shells and thousand-folded shields is a sharp seed of terror. But of what? Does something follow them? Should we fear it too?


==Cabal Arsenal==
==Cabal Arsenal==

Revision as of 21:31, September 11, 2014

Enemies-grimoire-theme.jpg

The following is a list of Grimoire entries pertaining to enemies:

Darkness

The Darkness

Something hit us. Killed our Golden Age. Nearly wiped us out. Only the Traveler saved us, and at a shattering cost.

The Speaker tells of a cosmic force that swept over us and caused the Collapse. Legend calls it the Darkness, the Traveler's ancient enemy, which hunted it across space.

All we have left are questions. Centuries of debate gave birth to competing arguments on the nature of the Darkness and the Collapse.

The Pujari Position describes the Darkness as a force with both physical and moral presence, an actualization of evil. Pujari art depicts the Darkness as a great storm, or as a change in conduct, a corruption that emerged from within and poisoned the Golden Age.

Saint-14's Position argues that the Darkness was an invading armada, an alien force of incredible - but tangible - power. Some adherents believe that this armada sprang from species rejected or discarded by the Traveler for their sins.

Ulan-Tan's Thesis considers the Darkness a necessary symmetry to the Traveler in a cosmic balance. In this view, the Traveler's goodness led it to sacrifice for others, and it is up to us to return this goodness by healing the Traveler.

The Monist Position, or the Deflationary Position, considers the Darkness as a technologically sophisticated force, perhaps a post-Singularity intelligence. Adherents invoke information theory or contend that the universe is a simulation, allowing advanced intelligence to gain weakly acausal powers by bending the rules.

The Acataleptic Clause claims that we are intrinsically unable to understand the Darkness. In many respects this belief parallels the Praxic Creed, which suggests that we should stop worrying about the nature of the Darkness and focus on resisting and defeating it.

Certain positions - often labeled heretical - imply that the Traveler itself triggered the Collapse, or that it knew the Darkness was coming for it and hoped to use the Solar System as a sacrifice or a proxy army. The Binary Star cult is one notable example.

Ghost Fragment: Darkness

V113NNI070XMX001 SECRET HADAL INSTANT AI-COM/RSPN: SOLSECCENT//SxISR//DEEPSPACE CONTACT CONTACT CONTACT TRANSIENT. NULLSOURCE. NULLTYPE.

This is a SKYSHOCK ALERT.

Multiple distributed ISR assets report a TRANSIENT NEAR EXTRASOLAR EVENT. Event duration ZERO POINT THREE SECONDS. Event footprint includes sterile neutrino scattering and gravity waves. Omnibus analysis detects deep structure information content (nine sigma) and internal teleonomy.

No hypothesis on event mechanism (FLAG ACAUSAL). Bootstrap simulation suggests event is DIRECTED and INIMICABLE (convergent q-Bayes/Monte Carlo probability approaches 1).

No hypothesis on deep structure encoding (TCC/NP-HARD).

Source blueshift suggests IMMINENT SOLAR ENTRY.

Promote event to SKYSHOCK: OCP: EXTINCTION. Activate VOLUSPA. Activate YUGA. Cauterize public sources to SECURE ISIS and harden for defensive action.

I am invoking CARRHAE WHITE and assuming control of solar defenses.

STOP STOP STOP V113NNI070XMX091

Ghost Fragment: Darkness 2

Ghost Fragment: Darkness 3

Fallen

The Fallen

"We have butchers at our gates—four–armed and eager for slaughter."
— Card blurb

The Fallen are ruthless scavengers. Brutal and uncaring, they arrived on their massive Ketches in the wake of the Collapse to loot and pillage our devastated worlds.

There are hints of ancient nobility to the Fallen - the scars of lost grandeur. The Kells of their scattered Houses still claim to be royalty. But they leave only grief and wreckage in their wake.

Dreg

"Don't underestimate a cutthroat, or you'll get your throat cut."
— Card blurb

Dregs cling to the lowest rung of Fallen society. Docked of their lower arms in a ritual of humiliation and obedience, Dregs seek to prove their worth. Only a few will survive to gain promotion and regrow their limbs. Their suicidal bravery is fueled by ambition and shame.

Shank

[Redacted]

Vandal

"You could drown the City in the blood they've spilt."
— Card blurb

Vandals are savage pirates, taking pride in every world they pillage and every body they drop. Soldiers, brawlers, assassins, and scouts, Vandals serve many roles within a Fallen crew. And whether from distance or up close and personal, they are seasoned, efficient killers, with an arsenal of weaponry and tech to match their bloodlust.

Captain

""Waves of them smashed against our walls, hissing and wailing. But it was the one who stood beyond them, silent and scenting the air, that froze the blood in our veins.""
— Card blurb

Having clawed and knifed his way to the top, scattering bodies and limbs in his wake, the Captain is the strongest and most ferocious member of the crew he musters around himself. His ration of Ether is the largest, his blades the sharpest, his guns the finest. Upon his shoulders hangs the flag of his House, if he swears loyalty to any. For his crew, the slightest hesitation to comply earns a slash from his sword. Defiance results in immediate amputation, if he is in a good mood, or death, if he is not.

Servitor

""A floating light, a sleepless eye. Their hope, their faith, their sustenance.""
— Card blurb

Servitors are living relics of the once-mighty Fallen civilization. Packed with ultra-sophisticated machinery, they process matter and energy into the Ether that the Fallen depend on for life. In battle they support the Fallen with defensive systems and their own powerful energy weapons. Outside, they anchor Fallen comms and provide vital technological acumen.

Servitors have complex relationships with each other and with their Fallen crews. Servitors are attached to a Prime, a massive Servitor which exists in unclear symbiosis with a Fallen Archon. The Archon conveys the Kell's wishes to the Prime Servitor, and exerts some measure of control. Recent developments suggest that Prime Servitors are more than a focus of worship and logistical activity. They may play a key role in Fallen star flight.

House of Devils

[Redacted]

House of Exile

""They live among the Hive. Of course they're crazy.""
— - Cayde-6

There is more than a whiff of desolation about these Fallen. Their ranks are swollen with Dregs; their rags threadbare. Perhaps this is a new House, gathered from the outcast malcontents and disgraced castaways of the others, galvanized by pride or hate or the desire for freedom.

Be watchful. If this is true, they will surely be hungry to secure their position - and that may drive them to bold action.

House of Kings

""Another great House hides among us...""
— - Ikora Rey

The colors of the House of Kings are rarely seen. They act with brutal contempt, as if they hold their rivals - other Fallen and City alike - in disdain. We have yet to grasp the full measure of their strength.

House of Winter

""Their greed is as much a threat as their blades.""
— - Commander Zavala

The Fallen House of Winter, led by the ruthless Kell Draksis, have been found operating in and around the Ishtar Sink on Venus. Their interests there seem directed at the ruins of the Academy along the Shattered Coast, but there are concerns that their focus may, in actuality, be directed elsewhere - toward the ominous Citadel that rises like a warning above the Waking Ruins.

House of Wolves

""These ones are mine.""
— - The Queen

The bulk of the House of Wolves now falls under the control of the Queen of the Reef. There are many stories of how this came to be, but they are too varied for the truth to be separated from rumor.

Ghost Fragment: Fallen

//...498.0074/IR:KK0709a.9//
//ALERT: CORRUPTION DETECTED//
//ALERT: AUDIO LOG UNAVAILABLE//
//REROUTING…/REROUTING…/REROUTING...
//EDS:3713498.0074/IR:KK0709a.9//
//AUDIO UNAVAILABLE//
//TRANSCRIPT FOLLOWS…/
<u.1:0.1> There [is] a wall. Out in the steppes.
<u.1:0.2> You know it?
<u.1:0.3> Use[d] [to] protect a spaceport—one [of] them old rocketyards. Know what I mean? Where they use[d] [to] leave world.
<u.1:0.4> One [of] them monuments [to] the good old days. Whatever those are, right?
<u.1:0.5> Only days I ever known look just like this one.
<u.1:0.6> Can't say I [would] call [them] good, but there [have] been worse. And worse is what I'm talkin[g] about.
<u.1:0.7> [Be]cause I was out there.
<u.1:0.8> At the wall.
<u.1:0.9> I was there.
<u.1:1.0> I'd heard about it. Just stories. But I'd heard. Ya know?
<u.1:1.1> We'd been on the road for…
<u.1:1.2> I don't know.
<u.1:1.3> Four-some years. Over? I don't know.
<u.1:1.4> We'd worn thin.
<u.1:1.5> Time and…
<u.1:1.6> ...
<u.1:1.7> Time and other things… other factors… will do that to [you].
<u.1:1.8> ...
<u.1:1.9> So, we were there. Not there, but close enough we could see it—out of the way, but close enough.
<u.1:2.0> Should [have]…
<u.1:2.1> We should [have] left it alone.
<u.1:2.2> I mean, we could [not] know, but we should [have] known.
<u.1:2.3> ...
<u.1:2.4> ...
<u.1:2.5> Anyway…
<u.1:2.6> I…
<u.1:2.7> Me and another couple guys, we convinced [them]…
<u.1:2.8> Convinced the rest that we should take a look.
<u.1:2.9> That maybe, I don't know…
<u.1:3.0> That maybe we'd find a jumper or shelter, or whatever… something.
<u.1:3.1> We agreed… All of us…
<u.1:3.2> We agreed. If we got close and it looked bad…
<u.1:3.3> Looked wrong…
<u.1:3.4> ...we [would] turn back.
<u.1:3.5> Everyone knows… Avoid tech.
<u.1:3.6> Right?
<u.1:3.7> Stick to the lowlands and stay away from scrap.
<u.1:3.8> We knew this.
<u.1:3.9> We talked about it.
<u.1:4.0> But it was quiet. [You] know?
<u.1:4.1> And bare.
<u.1:4.2> Like it [had] already been picked over.
<u.1:4.3> Like they were gone.
<u.1:4.4> I mean… It was clear they [had] been there.
<u.1:4.5> But they looked gone.
<u.1:4.6> And we knew…
<u.1:4.7> We knew we wouldn't survive much longer.
<u.1:4.8> Not as a group.
<u.1:4.9> Not on our own.
<u.1:5.0> We needed a ship.
<u.1:5.1> We needed help.
<u.1:5.2> ...
<u.1:5.3> So we went inside.
<u.1:5.4> We were careful. I mean, I guess… I guess we were.
<u.1:5.5> We meant to be.
<u.1:5.6> Quiet.
<u.1:5.7> Careful.
<u.1:5.8> But we were wrong.
<u.1:5.9> It was [not] just a wall.
<u.1:6.0> It [is] not just a spaceport…
<u.1:6.1> Not anymore.
<u.1:6.2> ...
<u.1:6.3> It [is] a goddamn fortress.
<u.1:6.4> ...
<u.1:6.5> We were wrong...
<u.1:6.6> I was wrong.
<u.1:6.7> And, now they [are] all dead.
<u.1:6.8> And the Fallen own this goddamn planet.
/...END TRANSCRIPT///

Ghost Fragment: Fallen 2

[Redacted]

Fallen Arsenal

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.

Pike

[REDACTED]

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.

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.

Fallen Leadership

Riksis, Devil Archon

"The Archons are the links between the Fallen and their Servitors. We break those links, we break the Fallen."
— Card blurb

Archons are revered amongst the Fallen. It is unknown whether these high priests are the caretakers of the Prime Servitors, or simply vicious arbiters of the Primes' will.

Riksis collects the skulls of dead Guardians. Whether he keeps them as trophies or presents them as offerings to whatever Prime he serves, his threat is very real, and his death will bring great joy to a City in need of hope.

Draksis, Winter Kell

""The architect of Winter's strategy. And he still shows his strength on the front line."
— Commander Zavala

Draksis, Kell of the Wintership Simiks-fel, has been an elusive target for the Vanguards. After his countless raids on jumpship reclamation convoys, Cayde-6 personally upped the bounty on him. With confirmed sightings of the Kell in the Ishtar Sink, the time to strike is now.

Defeating Draksis could throw Winter into chaos. With Simiks Prime allegedly already lost, the House leadership would be gutted - although proof of the Servitor's demise remains elusive.

Aksor, Archon Priest

A disciple of the Prime Servitor Kaliks, Aksor initiated brutal crusades against human settlements beyond the City and ravaged countless Awoken enclaves throughout the Reef. When the Queen waged her war against the Wolves, Aksor was taken alive and sealed into the infamous Prison of Elders.

Killing Aksor before he can join the ranks of the House of Winter weakens the Fallen, strengthens ties to the Reef, and brings the City one step closer to gaining a solid foothold along the Shattered Coast.

Simiks-3

""Its thirst for knowledge was left unquenched for so long, its death will almost be considered a tragedy.""
— Card blurb

Simiks-3 was born of Winter's Prime Servitor, rumored to have been destroyed long ago. From readings gathered during the battle, it appears Simiks-3 was uniquely equipped to process and store huge amounts of intel between itself and a chain of nearby Servitors.

Sepiks Prime

""I never believed a machine could know hatred.""
— Card blurb

Floating, emotionless arbiters of life and death, Servitors are quasi-religious automata defended by the Fallen with zealous ferocity.

The exalted Servitor of the Fallen House of Devils, Sepiks Prime, has long been rumored to dwell deep within the bowels of the Cosmodrome. While the Kells are the political leaders of the Fallen, Servitors are said to be their gods - and the source of their life-sustaining ether. A Prime Servitor is a target worthy of even the greatest sacrifice. Those willing to accept such a challenge will have the eternal gratitude of a City desperate for relief.

Sepiks Prime relies on fanatical reinforcements and its own considerable tactical abilities - including a short-range teleport and a powerful directed energy weapon. Aim for the eye, and break contact if it turns your way.

Hive

The Hive

"That shiver you feel up your spine is truth. There are nightmares rising from the shadows, and they hunger for our dying hope."
— Card blurb

The Hive are an ancient, festering evil. Their antipathy to the Light transcends hatred. To the Hive, the eternal struggle between light and dark is not only a war, it is a crusade—all Light must be devoured so Darkness can reclaim the universe.

Thrall

"The shadows have claws."
— Card blurb

Feral and fearless, Thrall are a plague upon the battlefield. Their swarming, twisted frames are driven by unfettered rage. Of all the terrors born of the Hive's vile will, they are the basest.

Acolyte

"Belief is a powerful weapon. But, so is an Arc Rifle."
— Card blurb

It would be a mistake to view the Hive's Acolytes as foot soldiers, because the Hive is not an army, it is a dark force rising. It is belief and horror, and its Acolytes are the instruments of that horror, hungry to commit the atrocities that will drive their own ascension.

Knight

[Redacted]

Ogre

""Its gaze shattered the rock, and then it smashed the rock to powder.""
— Card blurb

Charged with Hive sorcery, Ogres are abominations of flesh and rage, unleashed from the deepest Hive tunnels as engines of destruction. Apocryphal lore suggests that Ogres undergo terrible transformations as they grow - agonizing rituals that gift them with might and cunning.

Wizard

[Redacted]

The Hidden Swarm

"Mind the cracks and crevices of the Moon. There is an army in their shadows."
— Ikora Rey

Boiling from the wounded surface of the Moon, the Hidden Swarm is the Hive's outermost line of defense - a numberless legion that repels intruders before they breach the temples and shrines of the vast Hive fortress.

Spawn of Crota

"Crota's spawn will snuff out the worlds of Light, and Oryx's coming shall be unfettered."
— Osiris

The heralds of a dark future, led by the champion of a long-forgotten king. Crota and his legions once banished us from our own Moon. Now we fear they are rising again to claim Earth.

Blood of Oryx

"They are the shadow of an unknown master, harbingers of a power beyond anything we've faced."
— Master Rahool

Research into the cyphers and runes of the Hive leads the Cryptarchs to believe the Hive sects all serve one great master. The Blood of Oryx are feared to be the direct servants of this dark lord. The name Oryx appears too many times in Hive rituals to be ignored.

Ghost Fragment: Hive

We were overwhelmed. I could not save mine, so I have hidden myself where I might be found by the others, if they even survive. There is most likely no possibility of my return to the City. I prepare here in summary the knowledge so painfully won by my Guardian and our fireteam.

The Moon has been geoengineered into an impregnable fortress, designed to support a vast number of - creatures - if any mind could be evil enough to create them. Are they alive? They move, they shriek, they fall upon us in ravenous waves. But I see death, decay, and corruption, not life. We discovered, to our sorrow, one massive set of gates. There are likely more.

We met a towering monster, wielding a sword of utter darkness. The Light only made it hungry. We tried to fight, and we fell. Too many times to remember.

We were all brave, I assure you. May the Light find Guardians capable of facing this monstrosity, or I fear the Moon may be lost to us forever.

Ghost Fragment: Hive 2

At the doors to the Temple he fell for the last time. He fell, and I could not reach him.

My own Light flickers.

They took me down into the dark, past tiers of massed Hive, more than we believed could exist. Past grisly nurseries hung with pupae. Past writhing worms that they swallow whole. I saw the armaments of war.

I am weak, so weak.

They have clamped me to this spire while a black foulness eats my Light. The Wizard comes now and then to probe with her scaly claws into my systems, to inquire about my making, the City, what I have seen. I erase and dump as quickly as I can - they will learn little from me - but I am studying them, I know - pain.

Always pain.

I have seen chasms beneath the surface, falling away to green nothingness. I have seen black seeders prepared for invasion.

Their strength is not their own. They draw from another force, something that corrupts, that distorts, that eats and will not be satisfied.

The Wizard is near. I feel her presence as a rip and a knot in the world. She tells me things that I immediately forget. I am too small to hold the vastness of them, or the terror.

I am fading. I have no more that it can take.

With my last light I say to the City: War comes again from the Moon. This time they want Earth. Prepare.

Hive Arsenal

Arc Rifle

[Redacted]

Shredder

The Shredder, like so much Hive technology, appears to be an arcane joining of uncharted sciences that verge on magic. It has no discernable mechanism. But in the hands of a Hive warrior, it generates bolts of Void fire.

Boomer

This devastating Arc weapon is said to contain a shard of some dead celestial body. Lobbing bolts of rotting starfire, it is both a ruinous tactical weapon and an instrument of siege.

Cleaver

Carved of fossilized bone and hell-forged metal, dulled by centuries of slaughter and execution, the Cleaver is the terrible weapon of a Hive Knight. Despite their mass, they swing easily, as if the sword were aware of its action and eager to tear into the Light.

Tomb Ship

Tomb Ships are the Hive equivalent of troop carriers, though the term can only be applied loosely. They glide from point to point through ominous portals, wounds cut into the flesh of space.

Exalted Hive

Swarm Princes

"The royalty of nightmare."
— Card blurb

The Swarm Princes are terrible legends. It was their will that forged the Sword of Crota, a weapon meant to ravage worlds - the Great Render of Light, the Darkest Edge. They have waited in the shadows of the Hellmouth for their master's return, guarding the Sword and sating its ravenous hunger with the Light of Guardians who have dared to challenge them.

Kranox, The Graven

""Their keeper of secrets.""
— Card blurb

Kranox, the Graven is said to be the Keeper of the Worlds' Grave, a vast repository chronicling the Hive's history of interstellar conquests. Every world they have devoured, every life they have eradicated, every enemy they've faced.

Defeating Kranox and cracking the secrets of the Worlds' Grave could provide the City with the keys to unraveling the Hive's true goals and their ultimate plans for Earth.

Sardok, Eye of Oryx

""Until the Darkness reigns, the Eyes must never close.""
— Card blurb

There are whispers of shrines to the fabled Oryx peppered across the entire system. Stories tell of walking nightmares, protectors of bone and fury, towering over these prized chambers.

Mormu, Xol Spawn

""How many horrors have they summoned?""
— Card blurb

Behind every dark ritual lurks a coven of Wizards, the architects of the Hive's unspeakable designs. Mormu, born of the blood and flesh of Xol, is said to conduct terrible rituals upon the Hive's Ogres.

Phogoth, the Untamed

""The summoning tempers their rage...but first that rage must be stoked.""
— Card blurb

Phogoth's presence in the Summoning Pits reveals yet another of the Hive's depraved designs - a ritual of rebirth, where an Ogre's ravenous hunger and violence is honed and given purpose.

Vex

The Vex

""Living metal. Incomprehensible intelligence.""
— Card blurb

The Vex are architects of ancient and complex structures thought to be buried within every celestial body. Linked by a network unlike any on Earth, they operate in unison, directed by a single unfathomable purpose.

Goblin

""All their joints turning together. Moving together. Towards you.""
— Card blurb

The Goblin is the basic unit in the vast computational network that is the Vex. Shattering the large, fan-shaped head does not seem to cause lasting damage but sends the Goblin into a crackling frenzy.

Hobgoblin

""The air by my cheek twanged twice, stinking of ozone, before I saw it.""
— Card blurb

Specialized for sniping, this lean, tough Vex model is fitted with improved optics and acute sensors in its horns. Like the Goblin, the Hobgoblin contains a milky radiolarian fluid.

Attacking a Hobgoblin often triggers a defensive reflex - the Hobgoblin seals itself in stasis and waits for help.

Minotaur

""I thought it was at a safe distance. I was wrong.""
— Card blurb

Minotaurs pack brutal heat, but most of their processing power is devoted to the physics of building massive Vex complexes, suspected to extend through multiple dimensions. Minotaur models are thicker and harder to crack than any other bipedal Vex, and they use their teleportation capability aggressively.

Harpy

""It swam back and forth through the air, spinning, the single red eye looking - I realized - for me.""
— Card blurb

The fastest and most mobile Vex, the Harpy is an airborne unit often deployed in flocks on patrols and scouting missions. They must stop and stabilize before attacking.

Hydra

""Our shots dissolved in the translucent matrix around it, useless.""
— Card blurb

The Hydra is a miniature fortress. Despite its physical slowness, it is a rapid processor of the data fed to it by other Vex, and what it lacks in mobility it makes up for in impregnable defenses and rock-melting firepower.

Hezen Corrective

We understand the Vex as a network of thoughts, unified and vast. But not all Vex are the same. The Hezen Corrective is one example of a Vex subtype, set apart from other Vex by distinct behaviors and objectives.

Swarming across the Ishtar Sink, these Vex aggressively seek out and attack the Fallen House of Winter, perform inscrutable operations around shining Confluxes, and even show interest in the Golden Age ruins left by the Ishtar Collective.

The bulk of our contact with Vex forces on Venus has involved the Corrective. Those scholars willing to risk their reputations speculating about the Vex often assert that the Corrective is an agent of change, designed to solve problems and remake the world in a form suitable to the Vex. Others contend that Corrective is simply a strategic distraction - meant to draw attention away from the actions of the Hezen Protective.

Hezen Protective

The mysterious Hezen Protective is the second major Vex behavioral unit on Venus. Concentrated around the legendary Vault of Glass and the Endless Steps, the site of a massive Vex gate and the access point to the towering Citadel, the Protective's behavior seems very defensive.

But leading Cryptarchs and experienced Guardians warn that it would be a fatal mistake to think of the Vex as a conventional military occupying an area. Vex behavior is always a process, active and purposeful. The Protective is clearly engaged in a colossal project, but as with much Vex behavior, it's unclear whether their ultimate purpose is even comprehensible to us. The Protective may be reacting to an event that has yet to occur, or working towards a goal that - to us - is already historical fact.

Virgo Prohibition

Mars is wracked by an ongoing theater-level conflict between the Cabal and a Vex subtype known as the Virgo Prohibition. These aggressive, relentless Vex constantly test the Cabal exclusion zone, apparently heedless of losses.

In spite of the Vex onslaught, the Cabal have managed to expand its beachhead and maintain a hold on several mysterious Vex structures. The Prohibition's tactics seem to be failing in the short run.

But it seems unlikely that an organization with the sheer computational scope of the Vex could be dragged into a losing war of attrition. Is it possible that the Vex are trying to draw out the Cabal strength? Or that their surface losses are a distraction from a deeper strategic ploy?

Ikora Rey has proposed that the Vex units can best be understood as algorithms - each a unique mapping of inputs to behavioral responses. Perhaps the Virgo Prohibition is simply the wrong algorithm for its environment, and its failure will drive the greater Vex network to adapt and improve.

Sol Divisive

Beyond the towering Meridian Bay gate lies the Black Garden, adrift in time and space. And within the Garden dwell the Vex of the Sol Divisive, frozen in rapture.

We have precious little insight into the Divisive's behavior. They seem central to Vex actions in the solar system: the Garden is clearly a place of enormous power.

Legends and scant field reports all indicate that the Divisive Vex behave religiously. Why would a hyperintelligent, time-spanning thought mesh exhibit religious behavior? The answer seems as obvious as it is chilling: if the Vex found worship and devotion more effective than any other behavior, they would adopt worship. Whatever the Vex found - or made - in the Garden, it transcends even their power.

Precursors

Those who delve deep into the Vault of Glass have seen time itself torn asunder. Awestruck Ghosts report encounters with ancient Vex, their casings built long before the age of humanity.

It would be easy to assume these Vex are the ancestors of those we face today - but with the Vex it is never so simple.

Descendants

Survivors of the Vault of Glass report sightings of ancient Vex - ancient in the sense that they have endured for eons. Convergent analysis from multiple Ghosts suggests that these Vex exist in our future.

If the Vex exist in our future - or in a possible future - should we take this as evidence that their defeat is impractical or unattainable? The Guardian Vanguard is quick to point out that time travel remains a mystery, and that the continued existence of the Vex is not remotely a sure indication of humanity's extinction.

Ghost Fragment: Vex

"From the Records of the Ishtar Collective"
— Card blurb

ESI: Maya, I need your help. I don't know how to fix this.

SUNDARESH: What is it? Chioma. Sit. Tell me.

ESI: I've figured out what's happening inside the specimen.

SUNDARESH: Twelve? The operational Vex platform? That's incredible! You must know what this means - ah, so. It's not good, or you'd be on my side of the desk. And it's not urgent, or you'd already have evacuated the site. Which means...

ESI: I have a working interface with the specimen's internal environment. I can see what it's thinking.

SUNDARESH: In metaphorical terms, of course. The cognitive architectures are so -

ESI: No. I don't need any kind of epistemology bridge.

SUNDARESH: Are you telling me it's human? A human merkwelt? Human qualia?

ESI: I'm telling you it's full of humans. It's thinking about us.

SUNDARESH: About - oh no.

ESI: It's simulating us. Vividly. Elaborately. It's running a spectacularly high-fidelity model of a Collective research team studying a captive Vex entity.

SUNDARESH:...how deep does it go?

ESI: Right now the simulated Maya Sundaresh is meeting with the simulated Chioma Esi to discuss an unexpected problem.

[indistinct sounds]

SUNDARESH: There's no divergence? That's impossible. It doesn't have enough information.

ESI: It inferred. It works from what it sees and it infers the rest. I know that feels unlikely. But it obviously has capabilities we don't. It may have breached our shared virtual workspace...the neural links could have given it data...

SUNDARESH: The simulations have interiority? Subjectivity?

ESI: I can't know that until I look more closely. But they act like us.

SUNDARESH: We're inside it. By any reasonable philosophical standard, we are inside that Vex.

ESI: Unless you take a particularly ruthless approach to the problem of causal forks: yes. They are us.

SUNDARESH: Call a team meeting.

ESI: The other you has too.

Ghost Fragment: Vex 2

"From the Records of the Ishtar Collective"
— Card blurb

SUNDARESH: So that's the situation as we know it.

ESI: To the best of my understanding.

SHIM: Well I'll be a [profane] [profanity]. This is extremely [profane]. That thing has us over a barrel.

SUNDARESH: Yeah. We're in a difficult position.

DUANE-MCNIADH: I don't understand. So it's simulating us? It made virtual copies of us? How does that give it power?

ESI: It controls the simulation. It can hurt our simulated selves. We wouldn't feel that pain, but rationally speaking, we have to treat an identical copy's agony as identical to our own.

SUNDARESH: It's god in there. It can simulate our torment. Forever. If we don't let it go, it'll put us through hell.

DUANE-MCNIADH: We have no causal connection to the mind state of those sims. They aren't us. Just copies. We have no obligation to them.

ESI: You can't seriously - your OWN SELF -

SHIM: [profane] idiot. Think. Think. If it can run one simulation, maybe it can run more than one. And there will only ever be one reality. Play the odds.

DUANE-MCNIADH: Oh...uh oh.

SHIM: Odds are that we aren't our own originals. Odds are that we exist in one of the Vex simulations right now.

ESI: I didn't think of that.

SUNDARESH: [indistinct percussive sound]

Ghost Fragment: Vex 3

"From the Records of the Ishtar Collective"
— Card blurb

SUNDARESH: I have a plan.

ESI: If you have a plan, then so does your sim, and the Vex knows about it.

DUANE-MCNIADH: Does it matter? If we're in Vex hell right now, there's nothing we can -

SHIM: Stop talking about 'real' and 'unreal.' All realities are programs executing laws. Subjectivity is all that matters.

SUNDARESH: We have to act as if we're in the real universe, not one simulated by the specimen. Otherwise we might as well give up.

ESI: Your sim self is saying the same thing.

SUNDARESH: Chioma, love, please hush. It doesn't help.

DUANE-MCNIADH: Maybe the simulations are just billboards! Maybe they don't have interiority! It's bluffing!

SHIM: I wish someone would simulate you shutting up.

SUNDARESH: If we're sims, we exist in the pocket of the universe that the Vex specimen is able to simulate with its onboard brainpower. If we're real, we need to get outside that bubble.

ESI: ...we call for help.

SUNDARESH: That's right. We bring in someone smarter than the specimen. Someone too big to simulate and predict. A warmind.

SHIM: In the real world, the warmind will be able to behave in ways the Vex can't simulate. It's too smart. The warmind may be able to get into the Vex and rescue - us.

DUANE-MCNIADH: If we try, won't the Vex torture us for eternity? Or just erase us?

SUNDARESH: It may simply erase us. But I feel that's preferable to...the alternatives.

ESI: I agree.

SHIM: Once we try to make the call, the Vex may...react. So let's all savor this last moment of stability.

SUNDARESH: [indistinct sounds]

SHIM: You two are adorable.

DUANE-MCNIADH: I wish I'd taken that job at Clovis.

Vex Arsenal

Slap Rifle

From a tactical perspective, the Slap Rifle is a Vex directed-energy weapon that fills their analog of the light infantry role. From an engineering perspective it's something much more interesting: a terminal. The Slap Rifle receives a bolt of Solar energy from somewhere (or somewhen) else and it points it at a target.

The terminal's flexibility is impressive. In non-combat conditions, the Slap Rifle seems like it might serve as a viable field transmitter, construction tool, navigational beacon, network repeater, or any of a number of other utility functions.

Line Rifle

The Vex Line Rifle fires high-velocity Solar particle jets. Deployed on the Hobgoblin chassis, the Line Rifle serves as a sniper weapon, pinning down targets or delivering the killing blow.

Like the Slap Rifle, the Line Rifle is a terminal weapon, although its source is much more energetic. Some believe the weapon pulls material from the accretion disk of a galactic singularity. This would imply the Vex are near - or have already achieved - access to a terrifying range of civilization-killing weapons. Others consider this unlikely, and propose that the Line Rifle simply draws from a central Vex power supply.

Torch Hammer

The Torch Hammer is a devastating Vex heavy weapon. Firing projectiles of strange matter, the Hammer mauls targets with exotic particle decay and deadly radiation.

Slap Grenade

The Vex use Slap Grenades to drive targets out into the open. These devices behave more like miniaturized gates than conventional explosives, channeling a Void energy pulse from a remote location.

Cyclops

The Cyclops is a huge, stationary Vex construct with a powerful Void weapon. Guardians think of Cyclops as gun platforms - batteries installed to protect key points with devastating mortar fire.

But some evidence suggests that the Cyclops is in fact an enormous sensor or beacon, and that its weapons capabilities are secondary. What the Cyclops senses remains unknown, although its mind core is vast. It may play a role in the Vex networked intelligence, or in navigation across space and time.

A damaged Cyclops can be forced into a state of punch-drunk confusion, its inputs overwhelmed by hostile fire. This can result in fratricidal kills on other Vex units.

Vex Axis Minds

Prohibitive Mind

Vex Axis Minds are individual Vex hulls that contain local instances of superordinate Vex goal sets. This cryptic phrase means something reasonably simple - the Axis Mind contains a copy of all the information required to pursue a particular objective.

This allows other nearby Vex to focus on their local tasks, leaving global planning to the Axis Mind. Of course, this also introduces a centralized weakness for enemies to target. But the Vex seem to consider the tradeoff worthwhile.

The Prohibitive Mind seems to coordinate Vex action against Cabal positions in Meridian Bay. The current Vex operational plan - to the extent that we assume the Vex have operational plans - appears to involve an attritional campaign on the surface, supplemented by disruptive use of gates to bypass Cabal hardpoints.

Zydron, Gate Lord

The intelligence we call Zydron seems to exist in a liminal state, stretched between gates in the Vex network. It manifests as a physical being only when called.

Warlock scholars believe that Gate Lords regulate traffic between Vex gates, and that their minds contain codes that might open the way into forbidden realms. An enormous amount of hope and anger has been spent on a particular debate - could we find a Vex gate that opens onto a place and time before the Collapse, and somehow forestall it?

Sekrion, Nexus Mind

The Vanguard's intelligence sources now believe, with good confidence, that Sekrion oversees the expansion of the Vex network through the crust of Venus.

The Hydra chassis common to many Vex Axis Minds boasts impressive computational capacity. Sekrion likely uses this capacity to regulate coordination and crosstalk between Minotaurs operating in the construction role.

Destroying Sekrion should significantly hamper the Vex effort to incorporate the entire planet into their network.

Sol Progeny

"To Commander Zavala - My Thoughts on Recent Events"
— Card blurb

Zavala -

How like you to ask me for the bad news, even in this moment of triumph. I've finished going over that Ghost's report.

It is my hypothesis - a hypothesis at best - that the Vex saw the abominable presence at the heart of the Garden as a divine power. I can hear your protest already: how can machines have a god?

The answer is simple. The Vex, for all their voracious intelligence, could not understand or decipher what they found. They searched through all available reactions, and they settled on the course with the greatest payoff...to worship this power, and to remake themselves in its image.

I believe the three Axis Minds found in proximity to the abomination were Vex machines built to serve as vessels for this power: a way to extend its reach across space and time, binding it to the Vex, and the Vex to it. If they had succeeded, I cannot begin to guess what horrors they would have unleashed.

Attend carefully. There is cause for hope. When endangered, the abomination activated these vessels and defended itself. This tells us that it was threatened. Whatever it was, Guardians could harm it.

And it activated only a single vessel at a time. Its strength was limited. Whatever it intended, it was not ready yet.

We must assume the abomination was part of something greater. And we cannot flinch from the terrible, obvious comparison: just as the Traveler acts through us, this power was able to act through its own servants.

Let us be wary. There may be other abominations, and other vessels.

Ikora

The Gorgons

Deep in the Vault of Glass, the fabric of reality bends to the will of the Vex. Warlocks speak in tones of awe of the Gorgons - creatures that seem to possess a dreaded, almost unimaginable strength: an ontological weapon.

Like the Oracles and the Templar, the Gorgons reputedly possess the ability to define what is and is not real. Whatever they perceive becomes subject to erasure at their will. Until a countermeasure can be found, Guardians must avoid their gaze at all costs - or reply to any detection with immediate, overwhelming force.

The Gorgons' ability must be tied to the nature of the Vault of Glass. We can take some solace in the clear fact that the Vex cannot manifest this power in the world outside.

The Templar

Even among the Axis Minds, the Templar is extraordinary. Fragmentary glimpses and scattered reports suggest a Hydra of impossible capabilities - a creature out of time.

The Templar and the Oracles guard the way into the deeper Vault. Legends say that the Oracles foresee what is to come, a world as the Vex desire it - and that the Templar has the power to shape reality to match the Oracles' design, expunging any threats.

The power of the Vault flows through the Templar. It will take something extraordinary to shatter its shield.

Cabal

The Cabal

""I think you could follow a trail of shattered worlds all the way to their home.""
— Card blurb

Tactically efficient, disciplined, and unrelenting, the Cabal are the greatest known military force in the system. Their origins and ultimate objectives are a mystery, but it seems clear they have conquered more worlds than humanity has ever known.

Cabal soldiers wear pressurized armor that replicates the environment of their high-gravity homeworld. Their field tactics depend on ranks of Legionaries supported by air power, elite infantry, and ultra-heavy armor.

Legionary

""Their only tactic seems to be 'slow advance.' The problem is, they're really good at it.""
— Card blurb

Propelled by jump packs and wielding powerful slug rifles, Legionaries are the Cabal's line infantry and the backbone of their military power on the ground. Common Legionary tactics center on the bounding advance - some units attack the target while others close the range or find new firing positions.

Phalanx

""Remember, they have to take a shot sometime.""
— Card blurb

Phalanx soldiers carry massive shields, used for both attack and defense. While this protection is nearly impenetrable, clever opponents can bait the Phalanx or sneak shots around the shield.

Centurion

""They're not breaking. Why aren't they breaking?""
— Card blurb

Centurions are tactically intelligent, highly skilled field commanders. Their armor boasts a formidable array of combat electronics and deployable munitions.

Colossus

""Where a Colossus stands, many will fall.""
— Card blurb

Towering over other Cabal, equipped with rapid-firing heavy weapons and nearly impenetrable armor, the Colossus is the most devastating heavy infantry unit in the Cabal order of battle.

Psion

""There is no higher warfare than deception.""
— Card blurb

Psions are smaller than all other Cabal morphs, and may be an unrelated species. Hyper-intelligent, fast and unpredictable, they possess strong psionic capabilities - including the ability to emit disorienting and deadly psychokinetic Arc blasts.

Sand Eaters

""The sooner we're extinguished, the sooner they can go home.""
— - Commander Zavala

The Cabal formation first and most frequently encountered by Guardians, the Sand Eaters represent the numerical bulk of the Cabal presence on Mars. Their equipment, tactics, and morale all show the weight of a long deployment - but they continue to pursue their objectives with dogged, weary determination.

Dust Giants

""Position compromised. Casualties unsustainable. Request heavy air. Request [Dust Giants].""
— - Cryptarch translation of Sand Eater tactical chatter

Highly trained and heavily conditioned, Dust Giant soldiers seem to be recruited from veteran Sand Eater infantry. The Cabal order of battle positions them as a mobile reserve and shock force, rolled in to blunt major Vex offensives and reinforce crumbling lines.

Siege Dancers

""I've seen how fast they work. We have to hit them before they make the next move.""
— - Cayde-6

The Cabal's elite forward unit, the Siege Dancers are deployed into unsecured areas to take control and set up fortifications. Their tactical doctrine allows more freedom to unit commanders - perhaps because their missions face much greater unknowns. Siege Dancer engineers have been observed to compete in demolition challenges. Whether this represents training or a form of recreation is unknown.

Blind Legion

""PERIMETER SECURE.""
— - Cryptarch translation of a Blind Legion transmission, repetition 6140

The Cabal presence on Mars is locked in an endless war with the Vex - and at the heart of this war is the Blind Legion. Deployed to defend vital artifacts seized from the Vex, the Legion holds its ground with fanatic zeal.

Blind Legion soldiers brave one of the most thankless, grueling assignments in the Cabal order of battle: descending into buried ruins and black catacombs to sweep for Vex presence.

Ghost Fragment: Cabal

I have stayed with the Cabal, even as the Light in me dims - I have been too far from the Traveler for too long. If I am not destined to find my own Guardian, at least I can inform the City of what I've learned.

I thought Mars would be the place to find a Guardian. The sand preserves everything well, and Clovis Bray had been famous for attracting talent. The brave, the brilliant, the footloose, those restless on Earth and itching for fame. I stowed away aboard a Mars scout ship, hoping.

No luck. The sand ate everything. Clothes from skin, skin from bone. It was as if there were never any people here at all. I have been through every broken window in every building. Nothing. That is, no Guardian material. And no ride back to Earth. The scout was long gone.

What I did find, however, was a way into the Cabal Warbase. Their runty piggish eyes are too dull to see me, as long as I stay out of their defense systems. The Psions are a different matter: Too quick, too clever, throwing their minds around like hammers. I creep around walls, or dig into a heap of canisters and watch from there.

There is a vast Empire behind these creatures, many star systems away. Some pledge allegiance to that far Empire, obeying their ancient marching orders. Some do not. They disagree among themselves about the answers. I wish arguing Cabal on no one. They slam their plated bodies into each other with horrendous roars. Intelligence gathering has never been so painful.

Ghost Fragment: Cabal 2

A hologram of a spinning golden planet, in stasis, turning gently. You can see the storms moving over its face. But when the Commanders congregate below it, when they activate whatever controls are below, it changes. Fissures appear on its face. Is that their home? When the room empties I play with the controls, but it's older, native technology that I don't recognize at all.

I don't know what it means. It's not difficult to hide in these caverns when you're as small as I am, although the Psions tend to look around them when they pass me. There are infinitely many cracks and crannies. They are not a race that fears infiltration or espionage.

There is meaning to the structure and layout of their buildings. This is a warrior people, and they lay out their fortifications along ancient principles and time-tested strategies. I can't figure out the sense that lies behind it. I would need ten times the computing power for inference calculations. But I know it's there. I can intuit it. It's like an open hand, ready to squeeze into a fist. A threat. A gesture of power.

For all their might and strength, for all that they have dug into Mars and flung up battle walls with the bureaucratic grimness of conquerors, I suspect they are fleeing from something. That within their hard shells and thousand-folded shields is a sharp seed of terror. But of what? Does something follow them? Should we fear it too?

Cabal Arsenal

Slug Rifle

The workhorse of the Cabal field arsenal, this weapon's apparent simplicity belies the technology behind it. Each round is a microrocket capable of efficient operation in varying environmental and gravitational conditions. Standard-issue warheads mount a duplex explosive that combines an armor-piercing penetrator with a flesh-shredding shrapnel bus.

Cabal forces on Mars favor rockets with low velocity but high impact, perhaps due to their effectiveness against the Vex. In Guardian parlance, these weapons deal Solar damage.

Projection Rifle

This weapon fires salvos of explosive rounds designed to incapacitate, disorient, and destroy. The weapon feeds ballistic data to each projectile at the moment of launch, coordinating the salvo for maximum effect. These weapons deal Solar damage.

Heavy Slug Thrower

This devastating squad support weapon is capable of completely halting enemy advances with a hail of microrockets. It performs so well that it has undergone very little enhancement or modification since its introduction. The Cabal's Colossus heavy infantry units wield Heavy Slug Throwers to devastating effect.

In Guardian parlance, these weapons deal Solar damage.

Cabal Shield

Built to the same spec as Cabal hull plating, this tactical shield is nearly indestructible to conventional weapons. It has integrated sensors that relay information not only to the shield bearer but also the Cabal battle network, allowing nearby units to coordinate more effectively.

Interceptor

Though they lack the speed of a Fallen Pike, and their unwieldy shape cannot match the maneuverability of a Guardian's Sparrow, the Cabal Interceptor more than makes up for both shortcomings with firepower - a pair of low-velocity, high-yield anti-personnel/anti-armor cannons on articulated mounts. These weapons deal Solar damage.

Powered by a variant of the same boosters used in infantry jump jets and the massive Goliath tanks, Interceptors skate over the dunes of Mars, keeping close watch on the Cabal Exclusion Zone.

Goliath Tank

With a few blood-curdling exceptions, the Goliath is the single largest piece of ground-based ordnance the Cabal has deployed in our system. These huge armored vehicles sport an incredible arsenal of weapons, tailor-made for massive area denial. The Goliath's main gun is almost certainly capable of engaging spacecraft.

Four massive boosters keep the Goliath mobile. This locomotion system makes the Goliath surprisingly agile, but it is also a weakness. Targeting the boosters should allow a quick mobility kill, rendering the Goliath vulnerable to follow-up attack.

Most Goliath weapons deal Solar damage.

Harvester

The blocky, dull exterior of the Cabal Harvester belies the grace and power with which they maneuver. Guardians have described them dropping in aggressively from low orbit with a deafening boom, kicking up dust storms and swooping through the silent skyscrapers of Mars' dead cities.

Harvesters often remain on station after deploying Cabal troops, providing support fire with their turrets. These weapons deal Solar damage.

Cabal Command

Bracus Tha`aurn

[Redacted]

Bracus Tho`ourg

[Redacted]

Primus Sha`aull

[Redacted]

The Psion Flayers

""We have just as much to learn from our enemies as we do from our past.""
— - Master Rahool

Somewhere among their forces, the Cabal hide one of their most powerful weapons, the Psion Flayers. The extent of their ability is still uncharted, but Cryptarch studies and Warlock fears have led the Vanguard to classify them as a serious threat.

Many among the Warlock orders believe the Flayers pulled Phobos from its natural orbit, holding it in place, waiting for the order to release as a weapon.

Valus Ta`aurc

[Redacted]