| 04-24-2003, 05:31 AM | #1 |
Guest | I figured that in case anyone wants an easy-access to the total conversion that I'm the Project Leader and Designer for, without going to my clunky personal page and mess up my bandwidth limitations, I would post all three of them here for easy access. I've included the latest design additions, as mentioned on the AvP:WC site, particularly to the new Predator balance upgrades and unit name changes. Marines Overview on my webpage. Read them if you really need to see the little pics I found on the net or scanned from the Tech Manual. Marines: The United States Colonial Marines have been an integral taskforce to defending American interests in space for nearly 80 years. They are prepared to move out and deploy in small platoons at any time, to tackle such tasks as colony defense, exomorph (local alien fauna) infestations, to covert operations or full-fledged warfare. They emphasize on mobility and adaptability of units in combat. Units: Caterpillar P-5000 Powerloader: An exoskeletal frame, the Powerloader is an alternative to conventional forklifts, reflecting the Colonial Marines' need for compact and mobile loading operations. Capable of bearing 4,000kg loads, the Powerloader is an integral part in transporting supplies and constructing new facilities. Armor: Steel Frame (Unarmored). Armament: Hydraulic Manipulators (Melee, Concussive). In an absolute emergency, a P-5000 operator can make a (half-assed) struggle to defend itself, via the quick-response movements of the Powerloader's heavy limbs and attached cutting and welding tools. NOTE: Do *not* attempt to take on an Alien Queen with a Powerloader, no matter how well Ripley did it. She didn't have to contend with hit points and damage points, which for you means that even pitting a dozen loaders against a half-dead Queen would be suicide. Special Abilities: Build Structure: Begin construction of one of the primary, supply, or research structures, including HIMAT Launchers and Gatling Turrets. Collect Supplies: Head towards the nearest Storehouse, pick up a load of supplies, and return to the Base Camp. Built at: Base Camp (no requisites) Upgrades: None Colonial Marine Field Engineer: These skilled Marines are often the first ones deployed onto the battlefield. As mobility is everything to the Colonial Marines, Engineers are crucial in setting up proper defenses during the initial stages of the operation, as well as quickly fortifying secured chokepoints and outposts. They are also capable of making field repairs of Marine equipment, and can readily be outfitted to medical duties. Armor: M4 Body Armor (Light Armor). Armament: M4A3 9-mm Pistol (Ranged, Concussive). This standard sidearm has been in service with the USCM for over sixty years. Despite its limited effective range and stopping power, it is a trustworthy gun suited for marines in non-rifle squad roles. Special Abilities: Repair (auto): Use available supplies to restore hit points to mechanical units. Build Defense Structures: Set up defense devices and structures, excluding AT and AA units. Set up fortified Barriers (infinite amount, slow refresh rate), lay AP and AT mines (5 max each, refresh with supplies), and deploy Remote Sentries (2 max, refresh with supplies). Build Defense Structures (Upgrade): When upgraded, Engineers can construct HIMAT Launchers or Gatling Turrets (2 max, no refresh). Convert To Medic: Change equipment to that of a Marine Medic. Motion Tracking (modal)(Upgrade): Activates the engineer's motion tracker, scanning the area for cloaked units and reveal ones that are moving. Built at: Base Camp (no requisites) Upgrades: Heavy Installation (Base Camp), Motion Trackers (Barracks) Colonial Marine Field Medic: To ensure that the USCM's vital soldiers are brought back in one piece, Privates have intensive medical training, capable of patching up all but the most fatal wounds quickly on the battlefield. Due to their devotedness to the safety of their injured teammates, Medics often will stay on the field until the last Marine is out. Armor: M4 Body Armor (Light Armor). Armament: M4A3 9-mm Pistol (Ranged, Concussive). This standard sidearm provides Medics with more than adequate protection. Special Abilities: Heal (auto): Use available Energy to restore human hit points. Field Surgery: Removes negative status ailments from such hazards as fire, acid, blindness, stun, or colloid traps. Convert To Engineer: Change equipment to that of a Marine Engineer. Built from: Marine Engineer (requires Medical Training) Upgrades: None Colonial Marine Rifleman (Pulse Rifle): The Marine Rifleman is the standard, essential position of a Marine rifle squad. They are highly trained individuals, equipped and prepared for almost any tough situation. Armor: M4 Body Armor (Light Armor). Armament: M34A Pulse Rifle (Ranged, Explosive), 30mm M40 fragmentation grenades (Ranged, Explosive). The M34A has been the standard rifle in the Marines since the '60s. The standard magazine carries ninety-five 10mm explosive-tipped caseless rounds, optimized for lightly armored targets. Slung underneath the barrel is a 30mm pump-action grenade launcher, commonly loaded with fragmentation rounds. Special Abilities: Grenade (Upgrade): Fires an M40 fragmentation round from the rifle's 30mm grenade launcher. The maximum amount is four, and they replenish slowly over time. Prone Position (modal): The Marine gets down onto one knee to fire, halting his mobility but reducing his vulnerability from ranged attacks and also improving his range. Equip M240 Incinerator: Switch M41A Pulse Rifle with M240 Incinerator. Built at: Barracks (no requisites) Upgrades: M40 Grenades (Barracks) Colonial Marine Rifleman (Incinerator): Often called for in 'bug-hunts', the Marines have found that flame-throwers can be extremely effective in certain situations. Armor: M4 Body Armor (Light Armor). Armament: M240 Incinerator (Ranged, Concussive). Drawing from a tank of concentrated napalm fuel, the M240 can fire jets of high-temperature flames over long distances, coating anything it touches with napalm that continues to burn for over 40 seconds. Special Abilities: Wet-shot: The Marine switches the nozzle burner off, firing a stream of napalm fuel over an area in a thick mist. By turning the burner back on, the fuel-soaked area immediately ignites, setting everything within it on fire for a lengthy duration. Prone Position (modal): The Marine gets down onto one knee to fire, halting his mobility but reducing his vulnerability from ranged attacks and also improving his range. Equip M34A Pulse Rifle: Switch M240 Incinerator with M41A Pulse Rifle. Built from: Marine Rifleman (Pulse Rifle) (no requisites) Upgrades: None Colonial Marine Smart Gunner: No Marine squad would be complete without a gun team to back up the rifle teams. Smart Gunners represent the heavy firepower that is necessary to mow down any amount of opposition with pinpoint accuracy and blinding speed. Armor: M5 Chest-plate (Light Armor). Armament: M56 Smart Gun (Ranged, Explosive/Concussive). The 10mm Smart Gun is an enormous step in machine gun technology. By implementing a gyro-stabilized mounting arm, attaching the gun to the gunner's hip, and infared tracking systems in both the gun and the gunner's head-mounted displays, the M56 is nearly perfection of integration. It allows the gunner to instantly acquire a lock, and fire on-target, with every single shot. A Marine that can properly balance between controlling the Smart Gun and letting the gun control him is a formidable gunner to go up against. Special Abilities: Prone Position: The Smart Gunner lies down on her back, limiting her mobility but reducing the vulnerability from ranged attacks and improving her range. Super/Delay Fuse (modal): Electronically switches the ammunition's fuse setting between detonation on impact (optimal for ‘soft' targets), or after impact (for armored targets). A2 Targetting (Upgrade): The A2 systems allow for quicker target acquisition and more efficient ballistics patterning. After successfully hitting one target, the Smart Gunner will quickly track and hit up to 3 additional nearby targets. Built at: Barracks (no requisites) Upgrades: A2 Targeting (Machine Shop) Colonial Marine Scout-Sniper: Scout-snipers are useful for covert operations that require stealth and precision. Using their camouflaged, radar-absorbent, and heat-reducing ghillie suits, Scout-snipers sneak into enemy encampments and take-out primary targets over long-distances with their Scope Rifles. Armor: USCM Natural-fiber Ghillie Suit (Unarmored). Armament: M42A Scope Rifle (Ranged, Explosive). Using 10mm rounds similar to the Smart Gun, the Scope Rifle takes recoil reduction and long-range ballistics as a design priority, making these rifles excellent suited to hitting targets over distances of hundreds of meters. Special Abilities: Crawl (modal): The Scout-Sniper creeps closer to his target on his belly, staying out of direct sight, blending with the surround area, and moving as slow as possible. This makes his movement cloaked, but extremely limited in speed. Magnify: Reveals a small area of the map around the selected point; progresses in a straight line away from Scout-Sniper to reveal a clear path to target. PARGET (Upgrade): Classified system that links up with the platoon's Remote Sentries (and other attack/defense systems) and activates them remotely, greatly extending their attack range up to their maximum visual range. Built at: Barracks (no requisites) Upgrades: Flash Suppressor (Development Lab), PARGET (Development Lab) Colonial Marine Anti-Armor RPG Infantryman: These Marines are specially equipped to take-out heavy-armor units such as tanks quickly and effectively. They come prepared with shoulder-firing RPGs, though can be supplied to carry Phased Plasma Guns, if heavier targets arrive. Armor: M4 Body Armor (Light Armor). Armament: M5 Rocket Propelled Grenade Launcher (Ranged, Explosive). This shoulder-firing tube uses 60-mm HEAT rounds, though not powerful enough to significantly damage a tank, are well-suited to fortified structures, bunkers, and heavy infantry. The launcher can be reloaded quickly with spare rockets. Special Abilities: Convert to PIG Infantryman (Upgrade): Switch M5 RPG with M78 PIG. Built at: Barracks (requires Machine Shop) Upgrades: AA Plasma Infantry Guns (Barracks) Colonial Marine Anti-Armor PIG Infantryman: These Marines are specially equipped to take-out heavy-armor units such as tanks quickly and effectively. When outfitted with Phased Plasma Guns, they are a small, mobile, yet formidable enemy to even the most heavily armored targets. Armor: M4 Body Armor (Light Armor). Armament: M78 Phased Plasma Infantry Gun (Ranged, Armor Piercing). A 15 MW anti-armor Phased plasma system, firing vaporized Cadmium Telluride pellets. These guns can recharge within seconds after firing, and can easily punch through the flanking armor of a heavy tank. Special Abilities: Convert to RPG Infantryman: Switch M78 PIG with M5 RPG. Built from: Marine PIG Infantryman (requires AA Plasma Infantry Guns) Upgrades: None. Colonial Marine Synthetic Human Android: Androids are used by the Marines as guides and advisors. They not only rely on their wealth of scientific and tactical knowledge, but their usefulness as spare pilots, aids to medics, and many other non-combat roles on the battlefield, often considered too specialized to be held by any one Marine. Armor: Polycotton BDU Coveralls (Unarmored). Armament: None. While it is against Geneva conventions to arm Androids, they are still the best means to supply platoon leaders with access to useful and relevant information quickly in battle. Special Abilities: Data Reference (Auto): An Android continually uses its vast wealth of scientific and tactical data to the benefit of the platoon. When activated, Marines within proximity of an Android will benefit from slightly better weapon ranges and movement speeds, and engineers/medics' energy will have higher maximums and recharge rates, for a significant duration of time. Extra Munitions: In a bind, when a squad is running low on grenades, mines, or energy, Androids can supply Marines with munitions that normally take significant time to replenish. Remote Scan (Upgrade): The Android remotely activates the Base Camp's GPS and sensor systems to scan an area on the map and feed the data back to its systems. Built at: Machine Shop (no requisites) Upgrades: Remote Scan (Development Lab) (Continued) |
| 04-24-2003, 05:32 AM | #2 |
Guest | (continued from Marine Overview) M577 Armored Personnel Carrier (APC): This is the quintessential ground transport for the Colonial Marines. Besides the pilot and the team commander, the APC can seat twelve. Armor: Light Composite Armor (Heavy Armor) Armament: PARS 150 phased plasma cannon turret (Ranged, Armor Piercing), RE700 gatling cannons (Ranged, Explosive). 20 MW twin plasma cannons, 20-mm forward-mounted, double-barreled gatling cannon. Special Abilities: Load/Unload: Load up to 12 Marines into an APC, for fast deployment onto the field. Dazzle Shot (Upgrade): The laser turret fires a scattering beam, blinding a single non-mechanical unit permanently or untill restored. Built at: Machine Shop (no requisites) Upgrades: Regulations Loophole (Development Lab). M34A2 Longstreet Light Tank (105-mm): The Longstreet Light Tank is useful in its ability to deploy quickly into battle, laying heavy cover-fire for infantry movement in hot battle zones. Armor: Composite Alloy Armor (Heavy Armor) Armament: M34 A2 105-mm turret (Ranged, Armor Piercing), Smoke grenade launchers (Ranged AoE). Special Abilities: Smoke Screen (Auto): Fires several particulate barrier-smoke grenades, covering a large are with thick smoke that can block out plasma and laser weapons, and severely hinder ballistics of conventional weapons. The maximum load is eight, and they slowly replenish over time. Install SIM-118 AA Launcher (Upgrade): Switches the standard 105-mm cannon with an anti-air missile launcher. Built at: Machine Shop (no requisites) Upgrades: Longstreet AA Missile Launchers (Machine Shop). M34A2 Longstreet Light Tank (SIM-118): As an in-the-field modification, the Longstreet can be fitted with a 2x3 anti-air missile launcher bay turret in place of its standard 105mm cannon. Armor: Composite Alloy Armor (Heavy Armor) Armament: SIM-118 Hornet x6 Bay Launchers (Ranged, Explosive), Smoke grenade launchers (Ranged AoE). Special Abilities: Smoke Screen (Auto): Fires several particulate barrier-smoke grenades, covering a large are with thick smoke that can block out plasma and laser weapons, and severely hinder ballistics of conventional weapons. The maximum load is eight, and they slowly replenish over time. Install M34 A2 105-mm Turret: Switches the anti-air missile launcher with the standard 105-mm turret. Built from: Longstreet Tank (105-mm) (requires Longstreet AA Missile Launchers) Upgrades: None. M40 Ridgeway Heavy Tank: The Ridgeway is part of a newer side of Marine combat. Contrary to the older standard of 'quickly into the fire with no support', The USMC has been starting to see the need for powerful heavy armor units, even in the high-mobility system of marine platoons. The Ridgeway is an unbelievably stealthy, powerful, fast, and self-sufficient heavy tank, capable of literally plowing through enemy defenses. Despite the full implementation of supplies and Dropships for the Marines by 2181, the M40 Ridgeway is currently only being supplied to platoons on a post-hoc basis. Armor: Composite Alloy Armor (Heavy Armor) Armament: M40 A2 155-mm turret (Ranged, Armor Piercing), AP Scatter mines + 60mm APF mortars (Melee AoE, Explosive). Special Abilities: Mine Sweep (Auto): The Ridgeway passively scans for anti-armor (as well as anti-personnel) mines and devices in the immediate area. When Mine Sweep is active, the tank stops to remove the mines safely with its front-mounted mineplow. Assault Mode (Upgrade): Using upgraded sensors and processing suites, the Ridgeway fires volleys of four shells each, adjusting ballistics for staged intervals and angles, so that all four rounds hit their target simultaneously. While this mode deals tremendous collateral damage to the target and surrounding targets, the tank must shut down its AP systems and locks it treads into place in order to calculate accurate targeting. Built at: Machine Shop (requires Heavy Armor Integration) Upgrades: 3D Tactical Suites (Development Lab). UD-24 'Wyoming' Heavy Dropship: An early '80s replacement to the famous UD-4 'Cheyenne' Utility Dropships. It is slightly longer and has larger ramjet shrouds than the Cheyenne, in order to accommodate room and 70,000 kg lift capabilities for the M34 and M40 Light and Heavy Tanks. Armor: Lightly Armored Hull (Light Armor) Armament: 25mm gatling gun (Ranged, Armor Piercing), 65x various missiles in 4 weapon pods (Ranged, Explosive). Special Abilities: Take-off/Land (Modal): Takes off and lands. Units can only be loaded/unloaded while the Dropship has landed. Extend/retract missile pods (modal): The Dropship moves and operates slower with its four, clunky missile pod arms deployed, but it cannot defend itself without them. It is essential for them to be extended for any 'hot' drops, but clear skies can sufficiently be traversed with them retracted for smoother, quicker operations. Load/Unload: The UD-24 carries up to 12 units, or four units plus an armored vehicle. Units can only be loaded/unloaded while the Dropship has landed. Built at: Machine Shop (requires Development Lab) Upgrades: None. Buildings: Base Camp: The central staging point of all Marine ground operations, this prefab building is where supplies are delivered and distributed, and specific tasks are delegated. Generally in close proximity to a United States colony for optimal access to supplies, it is from here a fully functioning Colonial Marine base is set up. Functions: Center: This building is the Powerloaders' drop-off point for resources. Provides the base with a supply of 10. Build Powerloader: Construct a Marine Powerloader. Deploy Field Engineer: Equip and send out a Marine Field Engineer. Heavy Installation: Upgrades Engineers to build AT/AA defense structures. Built by: Marine Powerloader (no requisites) Required for: Barracks Barracks: This is the building where Marines rest and store their gear. Functions: Deploy Rifleman: Equip and send out a Marine Rifleman (Pulse rifle). Deploy Smart Gunner: Equip and send out a Marine Smart Gunner. Deploy Scout-Sniper: Equip and send out a Marine Scout-Sniper. Deploy Anti-Armor Infantryman: Equip and send out a Marine RPG Infantryman. Motion Trackers: Equips Engineers with motion trackers, giving them detection abilities over medium distances. M40 Grenades: Gives Riflemen (Pulse Rifle) the ability to fire 30mm grenades from their Pulse Rifle's pump-action launcher. AA Plasma Infantry Guns: Research the option to fit RPG Troopers with PIGs. Built by: Marine Powerloader (requires Base Camp) Required for: Machine Shop, Development Lab Machine Shop: This structure is necessary for the management and supply of heavier, mechanized Marine units and equipment. Functions: Deploy Android: Equip and send out a Marine Android. Deploy APC: Equip and send out a Marine APC. Deploy Longstreet Tank: Equip and send out a Marine Longstreet Tank. Deploy Ridgeway Tank: Equip and send out a Marine Ridgeway Tank. Deploy Dropship: Equip and send out a Marine Dropship. Heavy Armor Integration: Research the ability to deploy Ridgeway Tanks. Longstreet AA Missile Launchers: Research the option to fit Longstreet Tanks with SIM-118 Anti-Air missile launcher bays. A2 Targeting: Research upgrade for the Smart Gunners, giving them the ability to hit up to three additional, nearby targets for every successful hit. Built by: Marine Powerloader (requires Barracks) Required for: RPG Infantryman Development Lab: The Development Lab is the hub for all highly specialized platoon functions and upgrades. Functions: 3D Tactical Suites: Grants Ridgeway Heavy Tanks the ability Assault Mode. Regulations Loophole: Breaching Geneva Convention rules of warfare is a bit more complicated than shouting "it was an accident!" each time. By researching methods to avoid this, APCs can use their turrets to fire in scattering beams, damaging optic nerves and blinding infantry. (In the camapign, this might also allow the 'hero' platoon to upgrade their APC with the 20mm anti-air gatling turret in an anti-infantry role. It's called a 'daisycutter' for a reason.) Flash Suppressor: Greatly improves the stealth of Scout-Snipers, allowing them to fire while Research PARGET: Gives Sniper-Scouts the PARGET ability. GPS Systems: Researches the Android ability Remote Scan. Built by: Marine Powerloader (requires Barracks) Required for: Dropship Storehouse: Resource Centers are often human colonies or supply depots; centralized populated hubs of useable materials in otherwise desolated areas or worlds. Once a Colonial Marine platoon has taken control of an area, they can easily use up to 25 metric tons of supplies per day. A supply line is often needed to fuel their expensive resource needs, which is typically set up with a company or USCMC-controlled facility such as these Storehouses. Functions: Resource Structure: Provides the base with Resources. Several Powerloaders can enter the structure at a time, exiting with a load of resources. Built by: Powerloader (no requirements) Required for: None Supply Facility: Once resources have been collected and spent on new equipment, the remaining amount is technically used in providing existing units with a supply line for continued operation. This small, pre-fabricated shack is used to distribute these supplies. Functions: Supply: Each Supply facility increases the base's total supply by 5. Built by: Powerloader (no requirements) Required for: None HIMAT Launcher: A self-contained intelligent missile system, these launcher are used as anti-armor defense structures, capable of delivering a self-propelled missile with enough stopping power to be effective against numerous types of units. Functions: Attack: Attacks ground units with an Armor Piercing, ranged attack. Built by: Powerloader, Engineer (Requires Heavy Installation) M579 T-2 Gatling Turret: Though designed to be mounted on an M570 armored chassis, this newer variation has been deployed with an easily set up, light artillery frame. It fires 20mm rounds that can be readily used to takeout air units. Functions: Attack: Attacks air units with an Explosive, ranged attack. Built by: Powerloader, Engineer (Requires Heavy Installation) M760 Anti-Personell Mines: Designed to explode from small vibrations caused by medium-sized targets, these mines can read transponder codes used by Marines, avoiding damage to friendly units. Their acquisition range is larger than their detonation range, optimizing the number of affected units. Functions: Attack: Attacks ground units with a Concussive, area of effect attack. Built by: Engineer M762 Anti-Armor Mines: Designed to explode from pressure or magnetic induction caused by heavy targets and vehicles, these mines can read transponder codes used by Marines, avoiding damage to friendly units. Their acquisition range is larger than their detonation range, optimizing the number of affected units. Functions: Attack: Attacks ground units with an Armor-Piercing, area of effect attack. Built by: Engineer UA 571-C Remote Sentry Turrets: Automated turrets, guided by motion or controller input, these units are extremely effective in detecting and hindering enemy movement with their sensor systems and high rate of fire. Functions: Attack: Detects cloaked units and attacks ground units with an Explosive, ranged attack. Built by: Engineer Barrier: Built from scrap metal and spare parts, these ad hoc structures are set up with the intent to slow down enemy movement through small areas. These are actually two barriers; one horizonal and one vertical. Functions: Nothing. The Barrier just sits there and lets its hit points be used up. Built by: Engineer |
| 04-24-2003, 06:11 AM | #3 |
Guest | Predator Overview Predators: An advanced, yet reclusive species of hunters known as the Yautja, physically and technologically superior to humans. Their society is centered almost exclusively around the art of hunting and a strict warrior caste. Despite their technological stagnation over the centuries, they still have an incredibe advantage over humans in numerous fields, including stealth, space travel, energy weapons, and advanced integrated weapon/targetting systems. Only in recent decades have human military forces been able to compete with even small hunting parties without employing numerous forces for a large (and costly) numerical advantage. Units: Predator Neophyte: Neophytes represent Predators who typically are too young to have yet completed the proper rights/training to become full-fledged hunters, but a few are hunters who are tagging along during their 'off' season. They instead are delegated to basic tasks of managing the Landing Craft, collecting supplies, and setting up new buildings. Armor: None (Unarmored) Armament: Unarmed (Melee, Concussive). Neophytes prefer to defend the hunting camp at least with Guardian weapons, but they will use their bare hands if cornered. Special Abilities: Construct: Begin construction of one of the main structures. Call To Arms: Head to the nearest Landing Craft and collect equipment to become a Guardian for a brief time, on order to defend the outpost. Collect Supplies: Head towards the nearest Ravaged Colony, pick up a load of supplies, and return to the Landing Craft. Built at: Landing Craft (no requisites) Upgrades: None Predator Guardian: When the outpost or landing craft itself is under attack, but no hunters are available or prepared to counter the assault, Neophytes are equipped to serve as Guardians temporarily. Grabbing battle scythes, shields, and a protective mask, they head out and make the best attempt to thwart the invasion. After a certain amount of time, they remove their defense gear and return to work. Armor: Light Armor Plating, Guard Mask, Defense Shield (Light Armor) Armament: Wrist-mounded blades (Melee, Concussive). A short pair of blades attached to a wristmount. The materials are not as strong as a hunter's typical armament. Special Abilities: Disarm: The Guardian reverts back to a Neophyte and goes back to his last task. Self-Destruct: A Predator's dying action is often to self-destruct, either to save his honor or to take out his prey in the resulting explosion. Built from: Predator Neophyte (no requisites) Upgrades: None Predator Ambush Guardian: A Neophyte delegated to guarding an Ambush Hole has the option to equip himself as an Ambush Guardian, a make-shift version of their typical base-defense role. He has a slightly better weapon in this mode, but is not well-armored, and is only sent out specifically when prepared for an enemy attack. Armor: Light Armor Plating, Guard Mask (Light Armor) Armament: Combi Stick (Melee, Concussive). A simpler version of the normal Combi Stick, this weapon is generally more effective in battle than their crude wrist-blades, but not even close to a decent hunter's skill and quality blades. Special Abilities: Disarm: The Ambush Guardian reverts back to a Neophyte after a short period of time. Built from: Ambush Hole (requires Prepare Ambush) Upgrades: None Predator Game Hunter (Photon Cannon): Game Hunters are a typical, basic type of hunter. Though very strong and fast, they tend to rely on their powerful shoulder-mounted photon cannon and razor-sharp wrist-mounted blades, rather than pure hunting skills, so it is rare to find exceptional Predators equipped with these weapons. Regardless, Game Hunters are still very powerful, formidable foes. Armor: Armor Plating, Hunting Mask (Light Armor) Armament: Shoulder-mounted Photon Cannon (Ranged, Explosive). Special Abilities: Self-Destruct: A Predator's dying action is often to self-destruct, either to save his honor or to take out his prey in the resulting explosion. Cloak (Modal)(Upgrade): Sometimes the only thing one knows about Predators is that they are invisible. This ability drains the Predator's store of energy, keeping him completely cloaked so long as it is active. EM Bomb (Upgrade): After throwing, these small, round, magnetically-coated mines will latch onto any metal objects near their flight-path, detonating immediately after impact. They will simply fall to the ground and lie dormant if nothing attracts it, until a proper target comes within range, in which the mine will fly through the air and latch on. The EM effect of the bomb's detonation will disable all machines within the area. The maximum amount is five, and they replenish with supplies. Switch to Blades: Retracts Photon Cannon into storage position, and extends the long pair of blades on the right wrist gauntlet. Built at: Training Quarters (no requisites) Upgrades: Magneto Overloads (Training Quarters), Cloaking (Forge) Predator Game Hunter (Blades): Game Hunters are a typical, basic type of hunter. Though very strong and fast, they tend to rely on their powerful shoulder-mounted photon cannon and razor-sharp wrist-mounted blades, rather than pure hunting skills, so it is rare to find exceptional Predators equipped with these weapons. All this means is that their average skill and deadly arsenal balance out to make trouble for their prey. In larger hunting parties, they are equipped with electronic devices that can disable large mechanical units or groups of hostile prey. Armor: Armor Plating, Hunting Mask (Light Armor) Armament: Gauntlet Blades (Melee, Concussive). Special Abilities: Self-Destruct: A Predator's dying action is often to self-destruct, either to save his honor or to take out his prey in the resulting explosion. Cloak (Modal)(Upgrade): Sometimes the only thing one knows about Predators is that they are invisible. This ability drains the Predator's store of energy, keeping him completely cloaked so long as it is active. Sonic Pulse (Upgrade): Using compressed air, this gauntlet-controlled system creates a high-decibel blast of sound, stunning and injuring units within a path. Switch to Cannon: Retracts Blades back into the wrist gauntlet, and extends the shoulder-mounted Photon Cannon. Built from: Ranger (Photon Cannon) (no requisites) Upgrades: Sonic Pulse Device (Training Quarters), Cloaking (Forge) Predator Combi Hunter (Staff): A skilled hunter often prefers to use weapons that emphasize precision rather than sheer power. Game Hunters arm themselves with the realatively mundane Combi Stick, but in close-quarters combat they can skilfully wield to slash, dismember, and violently throw their prey. There are few things that can stand up to an experienced hunter and his Combi Stick. Armor: Armor Plating, Hunting Mask (Light Armor) Armament: Combi Stick Double-bladed Staff (Melee, Concussive). A Combi Stick is basically a metal tube that both extends to a 7-foot double-bladed spear, and retracts to a compact gun that fires high-speed, serrated darts comprised of unknown strong alloys. Special Abilities: Self-Destruct: A Predator's dying action is often to self-destruct, either to save his honor or to take out his prey in the resulting explosion. Cloak (Modal)(Upgrade): Sometimes the only thing one knows about Predators is that they are invisible. This ability drains the Predator's store of energy, keeping him completely cloaked so long as it is active. Launch Net (Upgrade): Using a conveniently small launcher, the Combi Hunter can trap his prey by aiming and firing, launching a large net of thin metallic wire, dealing a small amount of damage to softer targets. The prey is immobilized for a significant amount of time. Retract Combi Stick: The Combi Stick folds up into its Spear Gun mode. Built at: Training Quarters (no requisites) Upgrades: Net Launchers (Training Quarters), Cloaking (Forge) Predator Combi Hunter (Spear Gun): A skilled hunter often prefers to use weapons that emphasize precision rather than sheer power. Combi Hunters arm themselves with their deadly Combi Sticks, Which when folded up as a Spear Gun, it is used to pierce through their enemies with high-powered darts. Despite its almost total lack of weight, the spear tips have more than enough velocity to pierce through thin metal armor and plating. Armor: Armor Plating, Hunting Mask (Light Armor) Armament: Combi Stick Spear Gun (Ranged, Explosive). A Combi Stick is basically a metal tube that can both extends to a 7-foot double-bladed spear, and retracts to a compact gun that fires high-speed, serrated darts comprised of unknown strong alloys. Special Abilities: Self-Destruct: A Predator's dying action is often to self-destruct, either to save his honor or to take out his prey in the resulting explosion. Cloak (Modal)(Upgrade): Sometimes the only thing one knows about Predators is that they are invisible. This ability drains the Predator's store of energy, keeping him completely cloaked so long as it is active. Throw Disk: The Smart Disk is a marvel of combat technology. Though appearing to be an inconspicuous razor-edged disk, this computerized device can actually maneuver to line-up and slice through its target, reposition its flight path to hit several nearby targets, and then return to its owner. Extend Combi Stick: The Combi Stick extends itself into its Double-Bladed Staff mode. Built from: Combi Hunter (Staff) (no requisites) Upgrades: Cloaking (Forge) Predator Sentry Drone: Some Predator hunting parties are apt to use simple robots to manage menial tasks. Artificial Intelligence is not a strong field in Yautja science, so the anything that isn't a pre-programmed operation or a simple command entered via keypad is typically beyond the capabilities of Sentry Drones. They can still set up basic traps, drop markers, or scan for objects that stand out from their surroundings. Armor: Metallic Casing (Unarmored) Armament: None. Predators have enough trouble designing programs to count beans (figuratively speaking, anyway), let alone aquire, identify, and fight live targets. Special Abilities: Deploy Marker: Set a simply beacon/detector into the ground, detecting units within a large area until destroyed. The Sentry Drone's uses its own supply of energy to deploy Markers. Deploy Colloid Trap: Set up a pair of units connected together by a wire. When disturbed or broken by enemy movement, the trap releases its stores of pressurized polymer fluid. On contact with air, it expands exponentially and becomes a sticky foam, trapping all units within it and restricting their actions until the foam breaks down when time passes. This can be a crucial means of halting enemy offensives to particular areas. Repair (auto)(Upgrade): Sentry Drones can be programmed with detailed information regarding all the Predator's equipment, giving them the ability to make thorough repairs on mechanical units and buildings. Built from: Armory (no requisites) Upgrades: Schematic Database (Armory) Predator Weapons Expert (Missiles): A Predator that studies the designs and maintenance of the standard hunting party weapons, Weapons Experts often tag along on expeditions to fill out a heavy support role. He carries weapons designed for larger types of prey, and can manage a few aspects of the party's upkeep, particularly the charging of their energy. Armor: Full-body Light Plating, Hunting Mask (Heavy Armor) Armament: Gauntlet-mounted Rocket-propelled Launcher (ranged, Armor-Piercing). Special Abilities: Self-Destruct: A Predator's dying action is often to self-destruct, either to save his honor or to take out his prey in the resulting explosion. Cloak (Modal)(Upgrade): Sometimes the only thing one knows about Predators is that they are invisible. This ability drains the Predator's store of energy, keeping him completely cloaked so long as it is active. Recharge Energy (Upgrade): The Weapons Expert activates an energy siphon: a device that draws upon charged particles in the surrounding area, generating a large sum of energy over time that is distributed to surrounding friendly units. The downside is that the device must drain significant amounts of the Weapons Expert's own energy stores to function. Switch to Combat Machete: Switches main weapon from the Missile Launcher to the Machete. Built from: Armory (no requisites) Upgrades: Energy Siphons (Forge). Predator Weapons Expert (Machette): A Predator that studies the designs and maintenance of the standard hunting party weapons, Weapons Experts often tag along on expeditions to fill out a heavy support role. He carries weapons designed for larger types of prey, and can manage a few aspects of the party's upkeep, particularly the charging of their energy. Armor: Full-body Light Plating, Hunting Mask (Heavy Armor) Armament: High-density Longblade Machete (Melee, Concussive). Special Abilities: Self-Destruct: A Predator's dying action is often to self-destruct, either to save his honor or to take out his prey in the resulting explosion. Cloak (Modal)(Upgrade): Sometimes the only thing one knows about Predators is that they are invisible. This ability drains the Predator's store of energy, keeping him completely cloaked so long as it is active. Construct Punji Pit: Using near-by materials and some resources, the Weapons Expert will set up a deep pit filled with sharpened spears, and disguise it from being seen. When a small to medium-sized unit walks over or very close to the pit, they will fall in, revealing the pit to plain sight, but trapping the unit in the process. Up to four units can fall into the same pit at a time, each taking damage rapidly while in the pit, stopping only a few hit points short of killing them. Units can only be freed if the punji pit is targeted and destroyed. Switch to Combat Machete: Switches main weapon from the Missile Launcher to the Machete. Built from: Weapons Expert (Missiles) (no requisites) Upgrades: None. (continued) |
| 04-24-2003, 06:13 AM | #4 |
Guest | (continued from Predator Overview) Predator Master Hunter: Master Hunters and Master Duelists are members of the upper echelons of Yautja hunting society. After mastering all major combat and hunting skills, these expert Predators become interested only in the most powerful of prey available: Xenomorph Queens, human tank battalions, or the colossal-scale life-forms found on select worlds. While they are fully armored and protected from most types of damage, their typical armament is of simplistic, old-style weapons; Curved Arcane swords and Motorized Tek Bows equipped with explosive-tipped bolts. They keep several spares of their weapons and numerous quivers on two storage racks mounted on their backs, resembling vaguely a pair of skeletal wings. Armor: Full Armor Suit, Tribal Leader Mask (Heavy Armor) Armament: Motorized Tek Bow (Ranged, Armor Piercing), Explosive-tipped bolts. As high-tech version of ancient-style weapons, Tek bows are a bit of an oddity. The super-high-tensile ploy alloy bowstring, spun in zero-gravity, is wound loose or tight using a pair of motors on each end of the bow. Using low-magnification sights on the bow itself, the Master Hunter can quickly notch an explosive bolt and fire multiple shots a second. The Tek Bow's motors and the bolts' explosives configurations are optimally set to bury the head deep into dense armor and explode, gouging huge holes into the target's defenses. Special Abilities: Self-Destruct: A Predator's dying action is often to self-destruct, either to save his honor or to take out his prey in the resulting explosion. Lock and Load (Upgrade): The Master Hunter stays in place and aims his Tek Bow in a high arc, rapidly firing volley after volley of numerous handfuls of bolts. they land in the targeted area, exploding on impact and creating a dangerous field of artillery-like explosions and shrapnel. Valor (Upgrade): With this passive ability, every time he is hit with a melee attack from an enemy unit, the Master Hunter has a chance to counter-attack the unit with a lightning-fast slash from a spare Arcane sword. Switch to Master Duelist: Re-equip as the Master Duelist class. Built by: Armory (requires Forge) Upgrades: Advanced Combat Skills (Forge), Elite Combat Skills (Forge) Predator Master Duelist: Master Hunters and Master Duelists are members of the upper echelons of Yautja hunting society. After mastering all major combat and hunting skills, these expert Predators become interested only in the most powerful of prey available: Xenomorph Queens, human tank battalions, or the colossal-scale life-forms found on select worlds. While they are fully armored and protected from most types of damage, their typical armament is of simplistic, old-style weapons; Curved Arcane swords and Motorized Tek Bows equipped with explosive-tipped bolts. They keep several spares of their weapons and numerous quivers on two storage racks mounted on their backs, resembling vaguely a pair of skeletal wings. Armor: Full Armor Suit, Tribal Leader Mask (Heavy Armor) Armament: Curved Arcane Swords (Melee, Explosive). These old-style blades have been forged with the strongest molecular alloys using numerous harsh methods to create a blade with an edge so thin it literally cuts through the bonds between atoms. When striking armored targets, the blade shears through the bonds of the first layers of molecules, setting free electrons and creating a layer of super-heated plasma around the points of impact. This often causes most armor to simply burn through itself. Master Duelists will carry one in each hand into battle. Special Abilities: Self-Destruct: A Predator's dying action is often to self-destruct, either to save his honor or to take out his prey in the resulting explosion. Fatal Spin (Upgrade): For a short period of time, the Master Duelist goes into a dance-like frenzy, spinning very quickly as he moves through crowds of enemies. Anything nearby the Master Dualist while he is in this state will continually sustain damage. Death Blow (Upgrade): Throw an Arcane sword at a target, severely damaging the unit and destroying the sword in the process. The Master Duelist will take several seconds to replace it with a spare, limiting him to half as many attacks as normal until then. Switch to Master Hunter: Re-equip as the Master Hunter class. Built from: Master Hunter (no requisites) Upgrades: Advanced Combat Skills (Forge), Elite Combat Skills (Forge) Buildings: Ud'dajil-Class Landing Craft: These small starships serve as the basic transport for small hunting parties. Due to their inexpensive systems and hull integrity, they rarely manage to land without major system failures and overloads, requiring extensive repairs before flight is again possible Armament (Upgrade): Two Heavy Particle Cannon Turrets (Ranged, Explosive). Mounted near the front of the craft, this pair of fire-linked cannons fire focused beams of charged particles. They are each suspended on a low-friction assembly, granting easy movement to keep a beam tracked on a target for optimal damage. Functions: (Center): This building is the Neophytes' drop-off point for resources. Provides the camp with a supply of 10. Deploy Neophyte: Send out a Predator Neophyte. Final Repairs (Upgrade): This completes the activation of the ship's drives, hull, flight systems, and weaponry, allowing the Landing Craft to load up to eight units, Takeoff/Land, and fire anti-air laser cannons. Takeoff/Land (Modal)(Upgrade): Takes off and lands the craft, allowing it to load and unload units. Load/Unload (upgrade): Loads and unloads units. It's the usual sort of thing. Built by: Predator Neophyte (no requisites) Required for: Training Quarters Upgrades: Final Repairs (Requires Complex Provisions) Training Quarters: Basic cluster of tents/huts for improving the combat training of Predators. Functions: Deploy Game Hunter: Send out a Predator Game Hunter (Photon Cannon). Deploy Combi Hunter: Send out a Predator Combi Hunter (Staff). Magneto Overloads: Gives Game Hunters the ability to use EM Bombs. Sonic Pulse Device: Equips Game Hunters with Sonic Pulse Devices. Net Launchers: Gives Combi Hunters the ability Launch Net. Smart Disk Construction: Equips Combi Hunters with Smart Disks. Built by: Predator Neophyte (requires Landing Craft) Required for: Forge, Armory Forge: Basic cluster of tents/huts for constructing improved Predator equipment. Functions: Cloaking: Gives numerous Predator hunter types the modal ability to activate/deactivate their cloaking fields. Energy Siphons: Equips Weapons Experts with a device that gives them the ability Recharge Energy. Compact Medkits: Improves the amount and variety of medical supplies carried by most combat-ready Predators, boosting their natural healing rate. They will also remove all their negative ailments at regular intervals. Spectral Vision: Greatly broadens the visual modes available to a hunter via his mask. For gameplay, this simply increases each unit's vision and firing range. Advanced Combat Skills: Enables skills for the Master-level Predator classes. Elite Combat Skills: Enables skills for the Master-level Predator classes. Built by: Predator Neophyte (requires Training Quarters) Required for: Master Hunter, Master Duelist Armory: Basic cluster of tents/huts for fitting Predators with higher-grade equipment. Functions: Deploy Master Hunter: Send out Predator Master Hunter. Build Sentry Drone: Constructs a Sentry Drone. Deploy Weapons Expert: Send out a Weapons Expert. Schematic Database: Gives Sentry Drones the Repair auto ability. Complex Provisions: Makes the Final Repairs upgrade the Landing Craft available to research. Built by: Predator Neophyte (requires Training Quarters) Required for: Sentry Drone, Weapons Expert Ravaged Colony: Since the Yautja has little, if any interest in human civilization, unarmed civilian colonies and outposts only serve to them depending on their supply of raw materials, food, or resources. The Neophytes of a hunting party are used to infiltrate these places and steal anything useable as building materials or consumable resources. Ravaged Colonies are simply colonies that have had frequent Predator raids and have received light to moderate damage from them. Functions: Resource Structure: Provides the camp with Resources. Several Neophytes can enter the structure at a time, exiting with a load of resources. Built by: Neophyte (no requirements) Required for: None Sentry Post: These lightly camouflaged towers, often built into the environment, are used to scout out and secure territory surrounding the Landing Craft, or other important areas. A Neophyte, armed with a Photon cannon designed for such operations, guards each Post. Functions: Supply: Each Supply facility increases the base's total supply by 10. Attack: Serves as a detector and attacks both air and ground units with an explosive, ranged attack. Built by: Neophyte (no requirements) Required for: None Ambush Hole: A pair of camouflaged tunnels, roughly 3 meters deep and 2 meters in circumference, each concealing a Neophyte armed with a Combi Stick spear gun. The moment an enemy comes into range they open fire, giving away their position for a split-second. Functions: Attack: Cloaked structure that attacks ground units with an explosive, ranged attack. Prepare Ambush: True to its name, a pair of Neophytes can use additional supplies to set up an aggressive attack. After preparing, as soon as the Ambush Hole has been spotted and destroyed, one will emerge as an Ambush Guardian, ready to attack nearby units until he reverts back to a Neophyte. Built by: Neophyte (no requirements) |
| 04-24-2003, 06:33 AM | #5 |
Guest | Xenomorph Overview Xenomorphs: Xenomorph Ovomorph Egg: The Ovomorph is the beginning stage of the Xenomorph's lifecycle. It is a large, leathery, egg-like pod, incubating a single Facehugger parasite. A mass of root-like tendrils form from the bottom of the Egg, possibly gathering mineral nutrients from the environment, or acting as a network of sensory organs. They can sit in a near-death state of dormancy for decades or possible centuries, depending on the conditions. A Queen will continually lay these Eggs throughout most of her life. Armor: (Unarmored). Attack: None. The Ovomorph is incapable of any movement other than releasing its Facehugger. Special Abilities: Release Facehugger: The Egg 'awakens' its Facehugger and opens up, directed towards a suitable host. Release Facehugger (Queen Embryo): This varies from the normal ability in the fact that the Facehugger is prepped to carry a Queen embryo. Queens are typically only laid if their are either no other Queens in the area, or the hive has grown large enough to divide into two separate hives. This ability will cause a 'Chest-Burster Queen' to gestate within the host Persistently created by: Xenomorph Queen (no requisites) Upgrades: None Xenomorph Facehugger parasite: The parasitic Xenomorph form known as the 'Facehugger' is the second stage in the lifecycle. It is small and spidery, with long digits connected to a palm-like body, covered in a thick skin of silicon and protein chains. The Facehugger lives only long enough to latch onto its host, implant its Alien embryo into its chest cavity, and then die. Armor: (Unarmored). Attack: None. The only thing dangerous about Facehuggers, other than their highly acidic fluorine-based blood, is their agility and effectiveness at finding a host and laying its embryo. Removing the Facehugger without killing the host is nearly impossible. Special Abilities: Find Host: Normally, a Facehugger that has been released from its Egg will head straight for the nearest host. If for some reason it somehow gets lost or its action is interrupted, the Face hugger can be directed to a better spot, and its search for a host can be reactivated with this ability. Created from: Xenomorph Egg (no requisites) Upgrades: None Xenomorph Host: Though Facehuggers can no doubtfully incubate their Xenomorph embryos within a vast array of medium-sized life forms, the most common hosts (at least in this section of space) are humans colonists and survivors of failed Marine operations. Within merely hours of he Facehugger's death, the embryo grows into a form that is large and mature enough to emerge from the host's chest, typically by a violent exit through the chest. It is rumored that a Xenomorph embryo picks up minor genetic information during its short gestation period, subtly altering its own development to be better suited to its host's environment. If this is true, it only emerges through very minute aspects, and due to the minority of non-human hosts, it is not probable that such changes over hive generations will be observable. Armor: (Unarmored). Attack: None. Hosts are of course totally hostile to the well being of the hive, and have to be forcefully brought in and immobilized with resin. The Facehugger parasite delivers strong toxins to the host to immobilize them during incubation (also supplying the host with oxygen from gasses synthesized within its own body and/or from the surrounding air). So by the time the parasite has detached and the toxins begin to wear off, the Host neither has the strength to escape nor the time to act before the Xenomorph fatally exits their body. Special Abilities: Incubate: Once a Facehugger attaches itself onto a Host, it immediately begins the surprisingly quick process of implanting is embryo. In a short amount of time, a Chest-Burster will emerge from the host. Created by: Alcove (no requisites) Upgrades: None Xenomorph Chest-Burster Larva: This is the third stage in the Xenomorph lifecycle. Once this small, larval stage of Alien has emerged from its host, it quickly begins to grow. It sheds its skin numerous times to increase in size and eventually mature into one of several adult physical builds, ready to serve the hive in specific roles and tasks. Armor: (Unarmored). Attack: Bite (Melee, Concussive). Chest-Bursters are only seriously able to defend themselves, as they search for various things to nourish their rapid growth. In large groups, however, they can be a threat even to larger life forms. Special Abilities: Mature: Pick one of several Xenomorph unit types for the Chest-Burster to quickly grow into. It cannot attack while doing this, and moves at a slightly slower rate. Created from: Host (no requisites) Upgrades: None Xenomorph Chest-Burster Queen Larva: This Chest-Burster specifically grows into a full-fledged, fertile Queen, ready to start its own ravenous hive. Armor: (Unarmored). Attack: Bite (Melee, Concussive). Chest-Bursters are only seriously able to defend themselves, as they search for various things to nourish their rapid growth. In large groups, however, they can be a threat even to larger life forms. (the possible sub-Queen transitional form might have stronger attacks, though. Special Abilities: Mature to Queen: Chest-Burster Queens automatically begin developing into a Queen, though this takes much longer than a normal. It can still attack and move normally for most of this time, at least up until the last portion of its growth, possibly becoming immobile altogether for several moments while it adjusts to its final form. It might even have a strong, adult-like, transitional form to defend itself for much of its growth period. Created from: Host (no requisites) Upgrades: None Xenomorph Worker: Considering just how vastly different A mature Xenomorph is from its larval Chest-Burster form, the Worker and other Adult breeds could be considered the fourth and most prominent stage in the lifecycle. Workers serve as basic, integral attendants to the Queen and general upkeep of the hive structure itself. They are roughly 7 feet tall, and have vaguely human-shaped proportions and posture. Armor: Fluorocarbon Carapace (Xenomorph. Note: Most Xenomorphs will fall into this armor type. For play balance, it should fall between the effectiveness of Concussive and Explosive weapon types, though slightly less effective against Concussive. It will either be Unarmored with several armor points, or Light Armor with no extra points.). Attack: Bite, Claws (Melee, Concussive). Workers are notably fast and agile fighters, but their size and mindset generally limits them to hive defense. Special Abilities: Stealth: While on the resin, Drones are undetectable as long as they are not moving. Stealth (Upgrade): Workers take tremendous advantage when they adjust their body temperature via their polythermic nature. They can remain unseen outside the hive so long as they do not attack, while inside the hive they are completely undetectable without additional equipment. Create Hive Resin: Constructs a Hive Resin structure, which provides additional supply and expands the amount of resin in a hive. Inhabit Alcove: By moving to directly within the former human settlement/recourse centers known as Alcoves, Individual Workers are able to improve the rate of the hive's intake of resources. The maximum amount of Workers able to enter a hive is five. Frenzy (Upgrade): The Xenomorph pushes its blood pressure and metabolic rate into a state of heightened activity, greatly increasing its rate of movement and attack. Its body, however, has difficulty in handling the increased volatile nature of its physiology, receiving damage every second. Created from: Host (no requisites) Upgrades: Polythermic Adjustment (Resin Pillars), Hyperactive Metabolism (Infested Generator) Xenomorph Drone: Drones are stronger, more independent breed of Workers, devoted to securing the hive's development by offensive means. Chiefly used to clear out nearby threats and find suitable hosts, they are often the first kind of Xenomorph that emerges from a Queen-less batch of Eggs. Drones appear very similar to Workers, though two major differences Drones possess are thicker limbs and much smoother foreheads. Armor: Fluorocarbon Carapace (Xenomorph). Attack: Bite, Claws, Tail (Melee, Concussive). Drones attack using many parts of their bodies together in viscously fast strikes. Special Abilities: Stealth: Drones are undetectable as long as they are not moving. Stealth (Upgrade): Drones take tremendous advantage when they adjust their body temperature via their polythermic nature. They can remain unseen inside or outside the hive, so long as they do not attack. Detect Emissions (Upgrade): Drones have heightened senses as well as intelligence, alerting them to any hostile units in the are that might be normally undetectable. This includes Xenomorphs from other hives, as well. Frenzy (Upgrade): The Xenomorph pushes its blood pressure and metabolic rate into a state of heightened activity, greatly increasing its rate of movement and attack. Its body, however, has difficulty in handling the increased volatile nature of its physiology, receiving damage every second. Capture/Release (Modal): By targeting a near-dead unit, A Drone can stun them and drag them back to the hive. Their movement rate is somewhat slowed, and they cannot attack, but their stealth is unaffected. Once they return the captured unit to the hive, releasing the unit instantly turns them into a Host, ready to be impregnated by Facehuggers. They can be released anywhere else, though they will be stunned and unable to act for several seconds after being dropped by the Drone. Created from: Host (no requisites) Upgrades: Polythermic Adjustment (Resin Pillars), Hyperactive Metabolism (Infested Generator), Pheromone Acuity (Infested Generator) Xenomorph Lurker: Lurkers are a bit of a less common or typical Xenomorph type. They are a bit smaller and more slender, and have a tendency to run on all fours. They also lack the four back 'spines' found on all other Xenomorphs. It is assumed Lurkers gestate in local animals such as dogs or similar life forms of that size and shape. They are a bit less intelligent than other breeds, and generally work in small packs as scouts or hit-and-run fighters. Armor: Fluorocarbon Carapace (Xenomorph). Attack: Bite, Tail (Melee, Concussive). Lurkers tend to attack using their long, sharp tails and their tooth-filled tongues. Special Abilities: Stealth: While on the resin, Lurkers are undetectable unless they are attacking. Outside the hive they can only remain unseen if they do not move. Stealth (Upgrade): By properly adjusting their body temperature via their polythermic nature, they can remain unseen outside the hive so long as they do not attack. Detect Emissions (Upgrade): Lurkers have acute senses, alerting them to any hostile units in the are that might be normally undetectable. This includes Xenomorphs from other hives, as well. Frenzy (Upgrade): The Xenomorph pushes its blood pressure and metabolic rate into a state of heightened activity, greatly increasing its rate of movement and attack. Its body, however, has difficulty in handling the increased volatile nature of its physiology, receiving damage every second. Leap: The Xenomorph makes a very long, powerful lunge at its prey, stunning their target for a few seconds and dealing significant damage. Created from: Host (requires Infested Generator) Upgrades: Polythermic Adjustment (Resin Pillars), Hyperactive Metabolism (Infested Generator), Pheromone Acuity (Infested Generator) Xenomorph Soldier: Soldiers are large, very tall (well over eight feet in total height) versions of Drones, serving strictly as attack units. They are extremely intelligent and can work effectively both alone and in large groups. They have much longer limbs and wider hands and feet than Drones, and stand with a low, predatory stance. Armor: Thick Fluorocarbon Carapace (Light Armor). Attack: Bite, Claws, Tail (Melee, Concussive). True to their name, Soldiers are a very effective breed meant solely to destroy. Their claws and teeth are far sharper than other Xenomorph types, and they can use their tails as sadistic whipping and stabbing weapons. Special Abilities: Stealth: While on the resin, Soldiers are undetectable unless they are attacking. Stealth (Upgrade): By properly adjusting their body temperature via their polythermic nature, Soldiers can remain undetectable so long as they do not move. Outside the hive, they can remain unseen as long as they do not move. Leap: The Xenomorph makes a very long, powerful lunge at its prey, stunning their target for a few seconds and dealing significant damage. Disable Devices (Upgrade): Soldiers have a knack for figuring out how to ruin machines or render them inoperable. Once a device has been located, such as a mine or detector, they simply take a moment to destroy it without further hassle. Created from: Host (requires Infested Generator) Upgrades: Polythermic Adjustment (Resin Pillars), Creative Deduction (Infested Generator) (continued) |
| 04-24-2003, 06:35 AM | #6 |
Guest | (Continued from Xenomorph Overview) Xenomorph Warrior: Warriors are a type of Xenomorphs that arguably are a result of major, almost strategic adaptation to survival needs. They are simply massive aliens, easily a step between Soldiers and Queens, capable of taking on buildings and armed vehicles almost single-handedly. Their heads are broad, and have a notable degree of separation between the front and longer back end. They have wide shoulders, and arms nearly long enough to brush along the ground when they run. Armor: Thick Fluorocarbon Carapace (Light Armor). Attack: Bite, Claws, Tail (Melee, Concussive). Warriors are just as viscous, if not more viscous than Soldiers are. Their greater size and bulk additionally makes them more effective against larger enemies. Special Abilities: Stealth: While on the resin, Warriors are undetectable unless they move. Stealth (Upgrade): By properly adjusting their body temperature via their polythermic nature, Warriors can remain undetectable inside or outside the hive, as long as they do not move. Bash: By ramming hard and fast against their target, they can stun and damage the target, with greater damage and duration to larger targets. Silicon Skin (Upgrade): A further adaptation to the need of protection from greater threats to the hive, Warriors can shed their outer layer of proteins and replace much of their exoskeleton with thick, hard plates. This individually upgrades their armor type to Heavy Armor, making them nearly as impervious as human tanks. Created from: Host (requires Heavy Adaptation) Upgrades: Polythermic Adjustment (Resin Pillars), Hydrocarbon Replacement (Resin pillars) Xenomorph Praetorian: Praetorians are what is technically an immature Queen. They are roughly a bit larger than Soldiers, and resemble a mobile Queen with a smaller crown, but unlike Queens, they are born infertile or simply unable to produve Ovomorphs. Their role in the hive is perhaps simply a mix-up of pheromone communication to Ovomorphs, attempting to create a Queen when it is unnecessary. Their hostile, vicious nature is often instead simply turned towards offensive duties, backing up Soldiers and Drones in the task of destroying large groups of enemies. Armor: Thick Fluorocarbon Carapace (Light Armor). Attack: Bite, Claws, Tail (Melee, Concussive). Praetorians are effective large Xenomorphs, and can take down enemies with a mix of speed and brute strength. Special Abilities: Bash: By ramming hard and fast against their target, they can stun and damage the target, with greater damage and duration to larger targets. Mature to Queen (Upgrade): Surprisingly, Praetorians can spontaneously develop into fertile Queens if the opportunity and need arises. The growth process is not terribly long, either. Created from: Host (requires Resin Pillars) Upgrades: Queen Maturation (Resin Pillars) Xenomorph Infested Freighter: Xenomorphs are often able to sneak onboard ships, slowly destroying the crew one by one. The ship is then technically in the hands of the alien, which will attempt to find any means available to fine more hosts to prepare, though this rarely equates into commandeering vessels to go anywhere successfully, let alone specifically. Armor: Light Hull Alloys (Light Armor). Attack: None. Xenomorphs are intelligent, but not enough to operate weapon systems. Special Abilities: Load/Unload: Loads and unloads Xenomorphs, but they do it in very sneaky, rascally ways. Those rascally aliens. Takeoff/Land (Modal): Once an Infested Freighter actually reaches a destination, it needs to land properly for the Xenomorphs to disembark. Crash: Sometimes the ships simply crash, doing tremendous damage to buildings and units in its zone of impact. Created from: Infested Generator (requires Resin Pillars) Upgrades: None Buildings: Xenomorph Queen: The central, most important figure in any Xenomorph hive. She creates all the Ovomorphs needed to produce new aliens, and oversees all their actions. For all purposes, the hive is specifically hers. While some very large hives might a two or three queens spawned from the original hive, operating in remote locations and alcoves, they can be considered separate hives. The Queen is normally immobile; bound to the hive floor by an enormous ovipositor and several large support legs, these can detach from he lower abdomen with some effort, allowing her to move to a new location, regrow her nesting parts, and take advantage of the resources and hosts from a closer position. The formerly nearby alcove can continue to produce hosts, utilizing the unhatched Ovomorphs still littering the hive floor. Armor: Thick Fluorocarbon Carapace (Light Armor). Armament (Mobile Mode): Claws, Tail, Bite (Melee, Concussion). Mounted near the front of the craft, this pair of fire-linked cannons fire focused beams of charged particles. They are each suspended on a low-friction assembly, granting easy movement to keep a beam tracked on a target for optimal damage. Functions: (Center): Resources transfer directly between the resource building (Alcove) and the Queen herself. The Queen also continually lays Eggs around her. Provides the hive with a supply of 5. Create Resin: Xenomorph structures can only be built on the resin, which also gives units additional stealth abilities. A Queen will expand the amount of resin in a hive by a large amount. Consume: To ensure its own survival, a Queen can devour one of its own Xenomorphs, restoring hit points based off a small percent of the devoured unit's health. Infest Structure: Create one of the hive's many structures within the fairly large visual range of the Queen or other buildings. The exception to this is the Alcove, which can only be built by Workers. If the hive wishes to obtain a new Alcove or have more research structures in a less strategically vulnerable location, she will have to physically move there. Mobile Mode (Modal): The Queen separates from her ovipositor, allowing it to defend the hive from small groups of would-be invaders. While the Queen is strong and has a vast store of hit points, she is not terribly fast in this mode, and would take a great deal of time to move to another base or hive. Using this ability again sets her where she is to re-grow a new ovipositor and return to her normal tasks. Built from: Chest-Burster Queen (no requisites), Praetorian (requires Queen Maturation) Required for: Infested Generator Upgrades: Anabolic Movement (Resin Pillars) Infested Generator: Xenomorphs tend to create hives around generators and powerplants, due to the excess heat they produce. This is one of them. Functions: Infest Freighter: Creates an Infested Freighter. (Requires Resin Pillars) Hyperactive Metabolism: Allows several Xenomorph units to use Frenzy. Pheromone Acuity: By researching this, Drones and Lurkers gain the Detect Emissions ability. Creative Deduction: Research the ability Disable Devices for Soldiers. Built by: Alien Queen (no requisites, technically) Required for: Lurker, Soldier, Warrior, Resin Pillars Resin Pillars: A strange cluster of curved, intricate structures. While it isn't known whether or not they are simply many layers of resins secreted over pre-existing pillars or are or purely free standing, they are certainly a sign that the hive's complexity has grown exponentially. Functions: Polythermic Adjustment: Unlike most life forms, which are either exothermic or endothermic (cold and warm blooded), Xenomorphs are polythermic; they are able to willingly adjust their body temperature. This is predominantly used in conjunction with their Hydrofluoric blood to go quickly from near comatose states to full activity in seconds. By adjusting their temperature to within a thousandth of a degree of the background temperature, their stealth abilities will increase greatly. Hive Deviation: This research upgrade inhibits hostile Xenomorph units from hiding within the hive's resin as if it were their own hive. They will be treated as if they are in 'outside hive' terrain, and thus can only use their 'outside hive' stealth capabilities. Hydrocarbon Replacement: Greatly increases the rate of skin shedding and production of hydrocarbons/fluorocarbons, enabling Warriors to use their ability Silicon Skin. Anabolic Movement: Greatly increases the movement speed of the Queen in her Mobile Mode. Queen Maturation: Gives Praetorians the option to spontaneously adapt and become fertile Queens. Built by: Alien Queen (requires Infested Generator) Required for: Praetorian, Infested Freighter Alcove: This is all that remains of a human colony/resource center after a Xenomorph hive has overtaken it. Xenomorphs begin to take everything within the structure, dissolving whatever they consume directly into their acidic, oxygen-less bloodstream, like some kind of living fluorine battery. Functions: Resource Structure: Provides the hive with Resources. They are transferred directly to the Queen at a moderately slow rate. Load Workers: up to five Workers can enter an Alcove, each improving the Alcove's collection rate of Resources. Create Resin: Xenomorph structures can only be built on the resin, which also gives units additional stealth abilities. An Alcove will expand the amount of resin in a hive by a small amount. Deliver Host: All Hosts found within the area are brought immediately to the Alcove, providing a hive with an abundant, constant supply of live hosts. Deliver Host will quickly bind a Host to the resin floor near the Alcove, ready to be implanted with an embryo. Built by: Alien Queen (no requirements) Required for: None Hive Resin: This small resin structure represents a central point to part of the resin secreted within a hive. Functions: Supply: Each Hive Resin structure increases the hive's total supply by 5. Create Resin: Xenomorph structures can only be built on the resin, which also gives units additional stealth abilities. A Hive Resin structure will expand the amount of resin in a hive by a medium-sized area. Built by: Worker (no requirements) Required for: None Broken Conduit: Xenomorph hives often disturb the integrity of the structures they are built upon. Eventually, structures such as conduits or gas lines break, becoming hazardous to anything not familiar with the hive. Functions: Attack: Attacks ground and air units with an Explosive, ranged attack. Built by: Alien Queen (no requirements) Broken Gas Line: Xenomorph hives often disturb the integrity of the structures they are built upon. Eventually, structures such as conduits or gas lines break, becoming hazardous to anything not familiar with the hive. Functions: Attack: Attacks ground units with a Concussive, area of effect attack. Built by: Alien Queen (no requirements) |
