

This missile power emits four warheads instead of one, hammering home the message that Cole MacGrath is not to be messed with. The energy tether gives Cole a better chance of hitting a target, but the wideness of the shot may sometimes cut short the missile's flight. This power essentially ties two warheads together and sends them flying. Variations will cause the RFE warhead to behave differently, such as splitting apart or even exhibiting target-tracking features. The missile (or Mega-Watt Hammer) is Cole's direct-fire explosive. but the Cluster Grenade is probably more cost-effective. This grenade is essentially a fiery grenade, but doesn't seem to combust materials. This grenade explodes once on impact with a surface, and then a second time when the sphere detonates. This state cannot exist for long, and the sphere will eventually destabilize and explode, causing great destruction. This is a class of powers that concentrate the RFE into a dense sphere of unstable particles. While it can repel large projectiles (missiles) fired at Cole, the resulting visual special effects can hinder his fighting ability. If you are looking to destroy cars or a line of enemies in one fell swoop, try a Punch Blast.Ī blast which confuses enemies with smoke and hot air. This is a form of Alpha Blast which has longer range at the cost of a narrower focus.

Each use of blast will require one battery. This category of powers diffuses the bolt's focus and relies on electro-magnetism and diamagnetism to repel objects from Cole. This, coupled with evil Cole's inherent karmic ability to chain his electric discharges, lets you fire on enemies and keep them effectively 'stunned' while you move around to flank them. Its lateral spread is similar to Isaac Clarke's Line Gun. This bolt is essentially the Pincer Bolt, but none homing. The explosion will injure nearby enemies, like a missile hit. This bolt creates a discharge of explosive RFE when a head-shot (or head-shock) is accomplised on a medium-sized humanoid target.
