Hyper-Kinesis Module

This page was last updated during patch v1.0.1797. The current patch is .
==Description==
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.
Just like normal abilities, HKM comes in Common, Uncommon, Rare, and Epic quality. They also can be modded to improve on certain stats using the same Ability Module.
==Available HKMs==
===Assault===
32px Accord Assault :	Shockwave
32px Firecat : 	Fuel Air Bomb
32px Tigerclaw : 	Supercharge
===Biotech===
32px Accord Biotech :	Heroism
32px Dragonfly : 	Healing Dome
32px Recluse : 	Necrosis
===Dreadnaught===
32px Accord Dreadnaught :	Absorption Bomb
32px Mammoth : 	Dreadfield
32px Rhino : 	Mighty Charge
32px Arsenal : 	N/A
===Engineer===
32px Accord Engineer :	Anti Personnel Turret
32px Bastion : 	Fortify
32px Electron : 	Electrical Storm
===Recon===
32px Accord Recon :	Artillery Strike
32px Nighthawk : 	Eruption
32px Raptor : 	Overload
Category:Abilities