Complete Intelligence Report of the Vex Forces in Our System: Attack Strategies, Known Units, Behavioral Sub-Routines, Weapons, and Axis Minds. Top Secret Clearance.
Welcome, Guardian. With the help of Ikora and her Hidden, I've prepared a detailed report on what could be the most dangerous enemy our world has faced since the Collapse: the war-machines known as the Vex. As we speak, they move on our positions across the system, and we cannot allow ourselves to be pushed back. Inside you'll find everything you need to know about the Vex, including information on their mysterious purpose. Don't take this information for granted, Guardian, too many lives were lost to bring it to you.
The Vex are architects of ancient and complex structures thought to be buried within every celestial body. Linked by a network unlike any on Earth, they operate in unison, directed by a single unfathomable purpose.
Units
- Goblin - The Goblin is the basic unit in the vast computational network that is the Vex. Shattering the large, fan-shaped head does not seem to cause lasting damage, but instead sends the Goblin into a crackling frenzy.
- Hobgoblin - Specialized for sniping, this lean, tough Vex model is fitted with improved optics and acute sensors in its horns. Like the Goblin, the Hobgoblin contains a milky radiolarian fluid. Attacking a Hobgoblin often triggers a defensive reflex - the Hobgoblin seals itself in stasis and waits for help.
- Harpy - The fastest and most mobile Vex, the Harpy is an airborne unit often deployed in flocks on patrols and scouting missions. They must stop and stabilize before attacking.
- Minotaur - Minotaurs pack brutal heat, but most of their processing power is devoted to the physics of building massive Vex complexes, suspected to extend through multiple dimensions. Minotaur models are thicker and harder to crack than any other bipedal Vex, and they use their teleportation capability aggressively.
- Hydra - The Hydra is a miniature fortress. Despite its physical slowness, it is a rapid processor of the data fed to it by other Vex, and what it lacks in mobility it makes up for in impregnable defenses and rock-melting firepower.
- Cyclops - The Cyclops is a huge, stationary Vex construct with a powerful Void weapon. Guardians think of Cyclops as gun platforms - batteries installed to protect key points with devastating mortar fire, but some evidence suggests that the Cyclops is in fact an enormous sensor or beacon, and that its weapons capabilities are secondary. What the Cyclops senses remains unknown, although its mind core is vast. It may play a role in the Vex networked intelligence, or in navigation across space and time. A damaged Cyclops can be forced into a state of punch-drunk confusion, its inputs overwhelmed by hostile fire. This can result in fratricidal kills on other Vex units.
Weapons
- Slap Rifle - From a tactical perspective, the Slap Rifle is a Vex directed-energy weapon that fills their analog of the light infantry role. From an engineering perspective it's something much more interesting: a terminal. The Slap Rifle receives a bolt of Solar energy from somewhere (or somewhen) else and it points it at a target. The terminal's flexibility is impressive. In non-combat conditions, the Slap Rifle seems like it might serve as a viable field transmitter, construction tool, navigational beacon, network repeater, or any of a number of other utility functions.
- Line Rifle - The Vex Line Rifle fires high-velocity Solar particle jets. Deployed on the Hobgoblin chassis, the Line Rifle serves as a sniper weapon, pinning down targets or delivering the killing blow. Like the Slap Rifle, the Line Rifle is a terminal weapon, although its source is much more energetic. Some believe the weapon pulls material from the accretion disk of a galactic singularity. This would imply the Vex are near - or have already achieved - access to a terrifying range of civilization-killing weapons. Others consider this unlikely, and propose that the Line Rifle simply draws from a central Vex power supply.
- Torch Hammer - The Torch Hammer is a devastating Vex heavy weapon. Firing projectiles of strange matter, the Hammer mauls targets with exotic particle decay and deadly radiation.
- Slap Grenade - The Vex use Slap Grenades to drive targets out into the open. These devices behave more like miniaturized gates than conventional explosives, channeling a Void energy pulse from a remote location.
Vex Subtypes
- Hezen Corrective - We understand the Vex as a network of thoughts, unified and vast. But not all Vex are the same. The Hezen Corrective is one example of a Vex subtype, set apart from other Vex by distinct behaviors and objectives. Swarming across the Ishtar Sink, these Vex aggressively seek out and attack the Fallen House of Winter, perform inscrutable operations around shining Confluxes, and even show interest in the Golden Age ruins left by the Ishtar Collective. The bulk of our contact with Vex forces on Venus has involved the Corrective. Those scholars willing to risk their reputations speculating about the Vex often assert that the Corrective is an agent of change, designed to solve problems and remake the world in a form suitable to the Vex. Others contend that Corrective is simply a strategic distraction - meant to draw attention away from the actions of the Hezen Protective.
- Hezen Protective - The mysterious Hezen Protective is the second major Vex behavioral unit on Venus. Concentrated around the legendary Vault of Glass and the Endless Steps, the site of a massive Vex gate and the access point to the towering Citadel, the Protective's behavior seems very defensive. But leading Cryptarchs and experienced Guardians warn that it would be a fatal mistake to think of the Vex as a conventional military occupying an area. Vex behavior is always a process, active and purposeful. The Protective is clearly engaged in a colossal project, but as with much Vex behavior, it's unclear whether their ultimate purpose is even comprehensible to us. The Protective may be reacting to an event that has yet to occur, or working towards a goal that - to us - is already historical fact.
- Virgo Prohibition - Mars is wracked by an ongoing theater-level conflict between the Cabal and a Vex subtype known as the Virgo Prohibition. These aggressive, relentless Vex constantly test the Cabal exclusion zone, apparently heedless of losses. In spite of the Vex onslaught, the Cabal have managed to expand its beachhead and maintain a hold on several mysterious Vex structures. The Prohibition's tactics seem to be failing in the short run. But it seems unlikely that an organization with the sheer computational scope of the Vex could be dragged into a losing war of attrition. Is it possible that the Vex are trying to draw out the Cabal strength? Or that their surface losses are a distraction from a deeper strategic ploy? Ikora Rey has proposed that the Vex units can best be understood as algorithms - each a unique mapping of inputs to behavioral responses. Perhaps the Virgo Prohibition is simply the wrong algorithm for its environment, and its failure will drive the greater Vex network to adapt and improve.
- Sol Divisive - Beyond the towering Meridian Bay gate lies the Black Garden, adrift in time and space. And within the Garden dwell the Vex of the Sol Divisive, frozen in rapture. We have precious little insight into the Divisive's behavior. They seem central to Vex actions in the solar system: the Garden is clearly a place of enormous power. Legends and scant field reports all indicate that the Divisive Vex behave religiously. Why would a hyper-intelligent, time-spanning thought mesh exhibit religious behavior? The answer seems as obvious as it is chilling: if the Vex found worship and devotion more effective than any other behavior, they would adopt worship. Whatever the Vex found - or made - in the Garden, it transcends even their power.
- Sol Primeval - Also known as the Precursors. Those who delve deep into the Vault of Glass have seen time itself torn asunder. Awestruck Ghosts report encounters with ancient Vex, their casings built long before the age of humanity. It would be easy to assume these Vex are the ancestors of those we face today - but with the Vex it is never so simple.
- Sol Imminent - Also known as the Descendants. Survivors of the Vault of Glass report sightings of ancient Vex - ancient in the sense that they have endured for eons. Convergent analysis from multiple Ghosts suggests that these Vex exist in our future. If the Vex exist in our future - or in a possible future - should we take this as evidence that their defeat is impractical or unattainable? The Guardian Vanguard is quick to point out that time travel remains a mystery, and that the continued existence of the Vex is not remotely a sure indication of humanity's extinction.
Axis Minds
Vex Axis Minds are individual Vex hulls that contain local instances of superordinate Vex goal sets. This cryptic phrase means something reasonably simple - the Axis Mind contains a copy of all the information required to pursue a particular objective. This allows other nearby Vex to focus on their local tasks, leaving global planning to the Axis Mind. Of course, this also introduces a centralized weakness for enemies to target. But the Vex seem to consider the trade-off worthwhile.
- Zydron, Gate Lord - The intelligence we call Zydron seems to exist in a liminal state, stretched between gates in the Vex network. It manifests as a physical being only when called. Warlock scholars believe that Gate Lords regulate traffic between Vex gates, and that their minds contain codes that might open the way into forbidden realms. An enormous amount of hope and anger has been spent on a particular debate - could we find a Vex gate that opens onto a place and time before the Collapse, and somehow forestall it?
- Prohibitive Mind - The Prohibitive Mind seems to coordinate Vex action against Cabal positions in Meridian Bay. The current Vex operational plan - to the extent that we assume the Vex have operational plans - appears to involve an attritional campaign on the surface, supplemented by disruptive use of gates to bypass Cabal hardpoints.
- Sol Progeny - It is my hypothesis - a hypothesis at best - that the Vex saw the abominable presence at the heart of the Garden as a divine power. I can hear your protest already: how can machines have a god? The answer is simple. The Vex, for all their voracious intelligence, could not understand or decipher what they found. They searched through all available reactions, and they settled on the course with the greatest payoff...to worship this power, and to remake themselves in its image. I believe the three Axis Minds found in proximity to the abomination were Vex machines built to serve as vessels for this power: a way to extend its reach across space and time, binding it to the Vex, and the Vex to it. If they had succeeded, I cannot begin to guess what horrors they would have unleashed.
- Sekrion, Nexus Mind - The Vanguard's intelligence sources now believe, with good confidence, that Sekrion oversees the expansion of the Vex network through the crust of Venus. The Hydra chassis common to many Vex Axis Minds boasts impressive computational capacity. Sekrion likely uses this capacity to regulate coordination and crosstalk between Minotaurs operating in the construction role. Destroying Sekrion should significantly hamper the Vex effort to incorporate the entire planet into their network.
- The Gorgons - Deep in the Vault of Glass, the fabric of reality bends to the will of the Vex. Warlocks speak in tones of awe of the Gorgons - creatures that seem to possess a dreaded, almost unimaginable strength: an ontological weapon. Like the Oracles and the Templar, the Gorgons reputedly possess the ability to define what is and is not real. Whatever they perceive becomes subject to erasure at their will. Until a countermeasure can be found, Guardians must avoid their gaze at all costs - or reply to any detection with immediate, overwhelming force. The Gorgons' ability must be tied to the nature of the Vault of Glass. We can take some solace in the clear fact that the Vex cannot manifest this power in the world outside.
- The Templar - Even among the Axis Minds, the Templar is extraordinary. Fragmentary glimpses and scattered reports suggest a Hydra of impossible capabilities - a creature out of time. The Templar and the Oracles guard the way into the deeper Vault. Legends say that the Oracles foresee what is to come, a world as the Vex desire it - and that the Templar has the power to shape reality to match the Oracles' design, expunging any threats. The power of the Vault flows through the Templar. It will take something extraordinary to shatter its shield.
- Atheon, Time's Conflux - To speak of Atheon is to accept certain limitations. We are ill-equipped to understand an entity that defies simple causality. Let us accept these limitations and proceed. Atheon waits in the Vault of Glass. Just as Atheon sidesteps 'past' and 'future', it is impossible to say whether Atheon created the Vault or the Vault created Atheon. Causal pathways converge on Atheon from every axis in the space-time bulk. Atheon has a function. We hazard that it regulates and oversees the Vex conflux system. What are these confluxes? How do they relate to the physical Vex network that has devoured so much of Mercury and Venus? We might guess that the Vex confluxes represent the extension of this network across space and time. Perhaps the Vex use closed timelike curves to solve unfathomable computations. Or the Vex may seek to transcend a physical substrate, and move their thoughts directly into the fundament of the universe. If physics is a set of rules that the cosmos uses to calculate itself, perhaps the Vex seek to worm their way into these calculations: to become a law of reality, inseparable from existence. A virus in the system. Perhaps Atheon was the centerpiece of this project, a command nexus that unified efforts across time. But we must accept that all of this is speculation.
- The Undying Mind - Somewhere in the unmappable voids of time dwells The Undying Mind. Different from the other Axis Minds, the readings from its surges hold no time function. Revealed during its attempts to reseal the Black Garden into the void from which it came, The Undying Mind cannot be ignored. We must keep the Garden here, among the Light, and finish matching its pathways to the fractured data recovered from the Archive.
- Overmind Minotaur - The Overmind Minotaurs arrived at the Prison as extensions of the Gate Lord, Qodron. Their mission: to act in accordance to the path of Qodron and see that Gate Lord's future is secured.
- Qodron, Gate Lord - Qodron sees only its own glorious future. It has come to the Prison of Elders, with an army of devout Vex war-machines, to take what it believes to be its first steps towards that future. This machine beast has only one mission. At some point a Light will shine within the walls of this Prison, and for its glorified future to unfold, that Light must die. Qodron is not the prisoner here. You are, Guardian.
Posted May 10, 2016, 5:58 PM UTC · edited