Weapons and Items
Fatal Inertia has a set of non-lethal weapons, mostly centered around magnetic behavior. Most of the weapons have primary fire which projects forwards, and a secondary fire that is projected backwards.
- Magnets: Small magnetic spheres that attach to the hull of the targeted vehicle and weigh it down which, in time, overload and explode, damaging the craft. A craft may use a barrel roll to remove any attached magnets.
- Cluster Magnets: A canister of magnets, with a metal proximity sensor that explodes near to one or more crafts, unleashing a barrage of magnets.
- Rocket: A thruster weapon that, when fired at an opposing craft, attaches to it, igniting the thruster and throwing it off balance. The secondary fire uses the thruster as a booster to your own vehicle, propelling it forward.
- Force Blast: a bomb that, when projected forward, unleashes a powerful wave of energy which violently disrupts the course of any craft within the blast radius of the explosion. Secondary fire works a boost to your craft and also shakes off any weapons attached to it.
- Smoke Bomb: creates a smoke screen to blind opposing pilots, either in front of your craft (primary fire) or behind it (secondary fire).
- Cable: Elastic cable that can be used for multiple purposes. Primary fire releases a magnetic-ended cable, for example to stick enemies together, while secondary fire releases a spike-ended cable, which can be used for attaching to an enemy craft and then anchoring them to the terrain.
- Force Field: provides temporary protection from magnetic weapons and minimizes damage from environmental impact.
- EMP: generates a spherical field disrupting any electrical and magnetic forces, deactivating any magnets and shutting down any nearby crafts.
- Time Dilator: slows down time for all opponents.
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