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Hyper-Kinesis Modules, often abbreviated HKM, are a special kind of ability that requires being in combat for an extended period of time before being available for use. They are always found in the fourth ability slot on the player's HUD while on the Battleframe Garage screen, and only one can be equipped at a time.
Use of an HKM relies on the player's charge bar being full. The charge bar can be found at the bottom of the ability bar, and has three different states. Orange means that the player is no longer in combat, and the bar is slowly decaying. Yellow means that the player is in combat and the bar is currently being filled. Green means that the bar is filled and the HKM can be used. A player is counted as being in combat if they have dealt or received damage in the past few seconds. As long as the player remains in combat, their charge bar will fill. The speed at which the bar fills and decays is fully dependent on the equipped HKM, so dealing or taking more or less damage is irrelevant as long as the player is in combat.
Upon use of an HKM, the entire charge bar is depleted.
|Accord Assault :||Shockwave|
|Firecat :||Fuel Air Bomb, Shockwave|
|Tigerclaw :||Shockwave, Tether Field|
|Accord Biotech :||Accord Chemical Sprayer Arcfold|
|Dragonfly :||Accord Chemical Sprayer Arcfold, Healing Dome|
|Recluse :||Accord Chemical Sprayer Arcfold, Necrosis|
|Accord Dreadnaught :||Accord Mortar Launcher|
|Mammoth :||Accord Mortar Launcher, Tremors|
|Rhino :||Accord Mortar Launcher, Dreadfield|
|Arsenal :||Accord Mortar Launcher, Shoulder Rockets|
|Accord Engineer :||Anti-Personnel Turret|
|Bastion :||Anti-Personnel Turret, Fortify|
|Electron :||Anti-Personnel Turret, Electrical Storm|
|Accord Recon :||Accord Artillery Strike|
|Nighthawk :||Accord Artillery Strike, Eruption Rounds|
|Raptor :||Accord Artillery Strike, Overload|