Martial arts: Solar Equinox is a Black belt in
Goju Karate, making him a very effective hand to hand fighter, because of this he is very proficient in using the
Bo-staff,
sai’s, and
tonfas, however he does not carry these weapons. Due to the way he was taught Solar Equinox is also adapt at kicking despite the fact that the Karate style is not focused on kicking. Solar is also very good at disarming someone who decides to shoot him point blank or hit him with any melee weapon that is not someone’s fist. Due to the fact he has to punch and kick things to do harm, he does not usually do this on robots; he is also decent at knife fighting but does not usually carry a knife. Solar is not nigh untouchable and cannot punch through thick objects (i.e metal armour)
Man-co brand Degreaser: The degreaser flamethrower is a very short ranged weapon that burns people to death, the degreaser does not do as much direct or after burn damage than other flamethrowers but its passive abilities is what makes this one of Solar’s most used weapons. The degreaser increases Solar’s finesse allowing him to switch and reload weapons incredibly quickly. The degreaser also has a compressed air blast allowing it (for the cost of more ammo) to reflect projectiles, extinguish flames (on allies or himself) knock back enemies, arrows, and some types of lasers. Anything that gets reflected does 1.5x more damage. The degreaser isn’t picky on what ammo it uses because no matter what is loaded, it gets ammo back, and if Solar passes over a weapon it automatically gets ammo refilled, Solar doesn’t even know how to reload it and yet it still gets reloaded. Lastly the weapon goes into true hammer space, even if it gets knocked away, he can grab it whenever he wants however it takes time for it to come back (a full minute).
Hammer space pouches: The pouches that Solar make have infinite space, and make the items have no weight, but the pouches have weight themselves so Solar needs to actually carry something to carry the weapons, his gun holsters work to the same effect.
The Solar Shotty: Solar’s temporary name for his gun he carries on his back, it both a pump and lever action shot gun. The guns shells are stored in a rechamber based barrel that has a pump underneath the barrel. The pump ejects shells, and the lever rechambers the barrel, there are four chambers and six shells are loaded into each chamber. There is two ways to reload this gun, one is to replace the chamber barrel (which acts like a magazine) fully, or one shell at a time. Solar usually has one full chamber loaded with four different shells (one type in each chamber) and several chambers loaded with the same type of shell. Solar uses four type of shot gun ammo.
Slug: Slug ammo fires a single slug that reaches 75ft at the most, the slug is also contains some ball bearings and toxic paint making a wound done by this round difficult to heal with normal medical means (i.e not healing magic)
Velchet: Velechet rounds fire several (around seven to ten) spike like bullets, this reaches 50ft at the most and is Solar’s favorite round due to the fact it balances range, accuracy, and damage.
Buckshot: Buckshot rounds fire a bunch of pellets at close range (20ft at the most) that shreds anything in range.
Special: The special rounds are a cross between explosive and incendiary rounds. The special rounds fire 5-7 pellets that cause tiny explosions, and then burst into flames on contact with a surface. The explosion is not enough to kill, but it is enough to knock back anyone and cause them to fall to the ground. The rounds also do incredible damage to things that are already on fire and cause flammable materials to burst into flames rapidly.
The Crazed Vortex: The Crazed Vortex is a beam sword modeled after the beam katana’s from no more heroes. The Crazed Vortex starts out when it is disarmed as a red and white cylinder with one side of the guard being grip like. When armed a reddish whitish beam comes out, it beams length is about the length of a short sword.
The sword is battery powered meaning that it can run out of power during a fight, however it is repowered by being shaken or spun, and due to the design of the grip guard, Solar can wield the disarmed beam blade like a metal tonfa. The beam has a weird design when it comes to doing harm, the blade will not cut organic objects, (but they will still feel the pain) unless extreme force it put behind the swing, then organic objects explode in messy fleshing chunks ( aka a finishing move). Inorganic objects however get chopped up quickly. The added effects of the blade make it so that the better Solar does while fighting his speed, stamina, pain tolerance, and reflexes increase. This build to the point where once Solar hits max “ecstasy” he can release this in large burst, this allows him to move at incredible speeds (it looks like he is teleporting). However after this large burst Solar tires out for a short bit. There is also a small spike in the hilt. Due to the blades nature if it gets hit by an Electromagnetic field, the battery instantly drains. If Solar gets hit at all in a fight his ecstasy drains by a fair bit and ecstasy takes a fair bit to build up.
The only way for Solar to build up his estsacy boost is to mow down a bunch of inexperienced fighters or to fight practically untouched.
Immunity to telepathy: Any machine or person that attempts to read Solar’s mind ether breaks or goes insane or into shock. Solar says it’s because the depths of his mind are scary and insane, but no one believes this fact.
Solar Magnum: A weapon so powerful that owning a single part of it is illegal in the world. The Solar Magnum is a six shooter revolver that fires classified caliber bullets. The weapon has to be fired with two hands and has extreme amount of recoil and takes some time to aim, but the power of a single bullet is powerful enough to dent heavy armor with a single shot. It takes a fair amount of skill to fire the gun due to its extreme recoil so not many people can fire it. Solar has a speed reloader for it.
Grenade Revolver: A three chamber revolver that can fire different grenades, normal grenades that blow up on contact, shrapnel grenades that do not have as much explosive power but fire nails and ball bearings everywhere. It can also fire other types of non-lethal grenades. Solar can grenade jump using the normal grenades; however it hurts him a lot.
Glock: A silenced pistol, it has a semi to full auto fire and a fifty round magazine. It is used when the Magnum or the Grenade Revolver aren’t effective.
Disable Grenades: A non-lethal grenade that blind, deafen, and disorients the opponent, its effects are not very strong on robots.
EMP
2: A non-lethal grenade that sends out an electromagnetic field that shuts down all electronics. This has a different effect on advanced AI’s (robot characters). This effect is that it knocks them out for ten to thirty minutes. This grenade will work on any robot regardless of normal safe locks. Highly specalized safe locks take can block or reduce the effect by 50% This grenade will only give humans a headache but it also disables any electrical powers and powers regarding electromagnetic fields.
"Flaptrap" Collapseable double barrel shotgun: The Flaptrap looks like a normal water canister that is strapped to Solar's belt. With the flick of the wrist it becomes a single handed double barrel shotgun that fires can fire ether one or two incredibly powerful and short ranged shotgun buckshots. There are two versions of this, the civilian version which Solar sells to everyone and Solar's version which has virtually no recoil a lot more power and range. It has the power too knock back a heavy person quiet a distance, however it's range is depressingly short and is used as a surprise last ditch weapon. To reload the gun you place two shells on the handle and flick your wrist twice, once left once right. To turn the shotgun into canister mode flick your wrist once to the left. Solar can wield two civilian versions of this weapon effectively.
Dead Ringer: A golden pocket watch that when opened allows Solar to fake his death. The dead ringer does this by generating a fake corpse (it is essentially a dead clone) and cloaking Solar for nine seconds to get away. Solar has to let himself get hit by an attack to activate this. When invisible Solar takes practically no damage when cloaked by this, however if he catches fire while cloaked, he getaway is ruined. (However if he is on fire before he cloaks, the flames will be extinguished when he opens the dead ringer) The Dead Ringer takes time to recharge before he can fake his death again (thirty seconds) and the sound it makes when de-cloaking is very distinct and loud.
If Solar is at deaths door (aka one more hit then dead) the dead ringer will not work.
Suitcase: A suit case with hammer space properties and carries weapons that Solar is working on and his tools.
Suiting up:
Those are Solar’s weapons that he carries when in casual wear. Solar wears military gear that gives him added effects; he wears them whenever he goes out due to a bit of paranoia and the facts that he feels things have worsened because of the war.
The gear consists of:
Gasmask: This gas mask can endure the chemical and biological weapons that Solar can make which is incredibly deadly. The mask lens also has the ability to give thermal vision, night vision and makes Solar immune to flash bangs.
Body vest: The body suit is a black vest that is combination of a ballistic vest and is also very adept at enduring melee blows. The body suit also is filled with hammer space pouches allowing Solar to hold his full arsenal. The body suit also administers medicine and treats minor injuries and administers potion that increase Solar’s stamina and pain tolerance.
Under suit: The under suit is a grey fully body suit makes Solar immune to the paralyzing effects of electricity, makes his electrical
weapons unable to shut down with EMP’s, and prevents the after-burn effects of fire.
Shock Gloves: Gloves with blue LED stripes on the knuckles, this allows Solar to have an immense amount of grip and allows him to punch harder and not feel a thing.
Force boots: These have the same effects ace the shock gloves, but have the added effect of Solar not hurting himself when he grenade jumps.
Axtingwisher: A stone axe wrapped with barbed wire and a wooden handle. This does extreme damage to whatever is on fire. This weapon has true hammer space.
C4: Solar has a pouch of a rather large amount of C4 all Solar has to do is throw out a pre made satchel and squeeze the detonator, Solar can detonate nine satchels at once. Solar can C4 jump with this.
Bangalore torpedo: An 8 foot long cylinder filled with C4, Solar only carries one of these but the practical uses and power of this explosive is incredible. Solar can throw this in a tanks barrel, underneath some barbed wire and in a ventilation system are just a few of the uses.
Claymore proximity mine: A mine that Solar plants that is set off by motion, however it does not detonate when allies walk by. It has more shrapnel biased power and is filled with fewer explosives.
Teleportation Grenade: Solar has a metal plate on his armour that allows him to throw a teleportation grenade, were it lands he teleports to, Solar can move the metal plate to his skin to teleport without his armour, however this can cause some wardrobe malfunctions, but it has a 99.9% chance of happing.
Modified sapper: A sapper that has two setting drain, and downgrade. When set on drain and placed on a robot the robot will slowly black out, until they die. When set on downgrade the slow process of sapping is even slower however the after effects are more deadly. The robots AI will ether start to decrease, or for some reason they will start to ether become younger, or older until they are just a few bites of data or rust to death. The sapper’s effects can be fought and render the sapper broken however it is mentally and physically draining for the target. Recovery from the drain effect is a few hours if the sapper is set on downgrade the effect can take a few days to reverse. Solar has to actually place and adjust the sapper on the robot, but if he manages to do so, the robot is ether killed or has to be taken out of the field. Solar only carries three of these and it takes time to properly set on the target for its effects to even work.
The Hybrid Rifle: A small rifle (the size of an SMG) that Solar usually stores on his back the rifle has, a full auto setting, a three shot burst setting and a bolt action setting.
The rifle can reach ranges of 350ft and when set on bolt action setting, it has the range of a sniper rifle. The special scope on the rifle can be set to ether thermal or x-ray. It has a one hundred round magazine.
Weapons Manufactioner: Solar owns a weapons factory and can supply weapons to his allies, all they have to do is send them a Personal Message. Solar also has an extensive knowledge of weapons and is very good at what he does, able to make effective weapons in a cinch, also due to this fact Solar is a weapons expert, being very knowledgeable in the functions and design in any type of weapon.
Informants: Solar has knowledge of all those who were in the first war. He also has an idea of where they are at today, and with the new war stirring up Solar is getting more informants. Soon (Starting chapter 4) He will learn about the participants who have fought and will know about the events shortly after they happen however it takes time for him to learn (i.e what happens in chaper 4 round 1, he will learn about it in round 2).
[CLASSIFIED GAS]: Solar’s most dangerous weapon is a gas which he has not made since his first test run; the gas is deadly to anyone and anything. He can store this gas in grenade form or release it in a bomb. The gas when contacted will burn the outside of your skin and cause can cause third degree burns. When inhaled for less than five minutes, it will burn the inside of your body. If you are exposed for less than five minutes it is possible to survive but you will suffer severe health problems for the rest of your life. If exposed to the gas for ten minutes your body beings to decay and shut down, the gas in inhaled and in your body for ten minutes your body rots from the inside, and if exposed or inhaled after fifteen minutes, you die extremely painfully, the toxins can burn through all but one type of gas mask, and can work on robots to the same effect. Solar does not even have this gas in stock, and has committed the recipe to memory and burned the recipe. Solar doesn't ever have the proper materials to make the gas, and the odds are he will never unleash this gas on someone, but there might be a way. The gas also takes a long time to make and to capsule into a grenade form.