-Race-
Parastructneanoids are a species of parasitic organisms that adapt at an extremely fast pace. This ability to evolve, change, and mutate as resulted in their being a number of species of the original Para. The race itself should not be mistaken for a grouping of like minded, individual, but instead a single entity in a sense.
Name: Parastructneanoids (Para-struct-nea-noids)
Appearance: Parastructneanoids, vehicles, and starships all share a common feature they all have from four to eight set's of slant red 'eyes' and are completely jet black elsewhere. However aside from those traits their is no true perfect example of a para, as no living organism even remembers what they originally looked like but their most basic form is often that of tiny small spider like insect looking organisms that are able to inhabit other living organisms. ((kind of like this))
Culture: Since the Spawn is so vast in size now with the many assimilated, the Spawn are broken down into nodes which break down into nest, each node has a Hive Tyrant and every nest a Mantian Queen that lead and control the assimilated, one Node can oversee as many as 10 nest. A Swarmlord oversees a series of ‘Nodes’ and themselves are connected to the Hive Mind. The Para have retained their ability to mutant and adapt thus the race has many species specially created for their given task.
The Assimilated race's under the Hive’s control are generally happy and content with their lot in life, they are loyal to the hive and thanks to their parasites, never harbor any thoughts of revolt effectively pacified.
They all believe as the Para do that technology is evil and that only organic can be trusted, seeing the Spawn as their ‘savors’ in a sense. Those assimilated are visibly infected with their parasite with black biomass tendrils growing directly one and in their bodies.
Racial Traits:
Masters of evolution: The Spawn have an outstanding ability to adapt to almost any and every habitat and environment. A specially crafted virus for example will work well the first few times that the spawn are exposed to it. However they will eventfully learn to quickly overcome such weapons as their makeup adapts to it. Their ability to adapt is not limited to genes however, they learn at an outstanding speed and if they fail to achieve a goal in one way they well quickly shift focus to accomplish it in a different manor and changing to more effective tactics on the fly, and the larger stronger more closely connected of their breed have been know to develop minor psychic powers though this is rare.
Revolting plague: Other nations see them as an infestation and little else, for this reason it is difficult to establish alliances and impossible to trade with most other nations since no one will trust a product potently created by a highly intelligent virus. Further more the Spawn are highly vulnerable to sub sonic sound waves, special ultra sounds are capable of rendering them confused and disconnecting them from the hive mind momentarily.
-Nation-
Nation Name: The Spawn
Races: Parastructneanoids
Nation Type: Scavengers/Crusaders
Nation Traits:
Military
Synapse Creatures: The Synapse Creatures of the Spawn possess batteries of psychic power they can use to both defend themselves by projecting a constant psychic barrier or launch assaults that are powerful enough to damage enemy battle tanks, boil through heavy plates, or even fell mighty. Synapse Creatures are some of the larger, more intelligent Parastructneanoids organisms that act as psychic conduits or nodal relays through which a portion of the iron will of the Hive Mind flows to other lesser members of the hive. It is through Synapse that the Spawn natural Instinctive Behaviour is overridden to the will of the Hive Mind. These Psi-sheild have a long cool down between use but allow a Spawn controlled world to shield itself from orbital attacks for a time.
Swarms: The Spawn are able to mass create and mass produce many units in great numbers since they need almost no actual resources aside from fundamental water. This makes their smaller units cheaper and easier to field in large numbers.
Creep: Through the use of Overlords, creep can be used to bath large regions in substance that is harmful to organics without a Spawn parasites creating "Creep". This area once bathed in the green humid fog and black bio-mass makes Spawn units much more resilient and stronger even as their enemies become weak. Creep is a living Spawn organism. It has a black coloration and feels thick and slimy. Creep is psionically-sensitive and may be influenced and controlled by psionic entities. It is used to nourish Spawn structures and larvae. Creep may be deposited in a number of ways. Some Spawn structures, such as Hives, serve as loci for creep growth. Hive spores may also be used in the initial stages of infestation. Overlords also, by direct secretion can create creep, and indirectly by queens through laid creep tumors. If left unchecked, creep can consume an entire planet within days. Creep spreads rapidly if left unchecked. This proliferation may be observed in real time. Creep helps to sustain itself and other zerg organisms by processing minerals extracted from the ground via deep tendrils.Creep may grow in anaerobic environments and over water. It may also grow over hollows in the terrain; attempting to traverse over such hollows may cause creep to tear and give way.
Civilian:
Scavengers: The Spawn have the ability to quickly learn and copy new technologies they come across. They do this in a number of ways, such as assimilating a creature that has knowledge of the technology. Since all Spawn are linked by the hive mind all such knowledge is quickly gained and this makes the Spawn quick to evolve and adept.
For the Hive!: The assimilated are in complete control and dominance by the Hive mind. Thus they are completely loyal to the Hive mind and they worship the it like a savoir and god.
General:
If at first you don’t succeed…Evolve: The Spawn have access to countless bits of knowledge gained from the many races of beings they have assimilated. Every tactic ever seen, every strategy ever used on them or has been in the mind of any assimilated they retain, this makes them extremely unpredictable.
Size: Huge
Population: = Unknown =
Technology Level: 2
Culture: Since the Spawn is so vast in size now with the many assimilated, the Spawn are broken down into nodes or nest, each with its own Gorrta Brainier’s. That over see a series of ‘Nest’ and themselves are connected to the Hive Mind. The Para have retained their ability to mutant and adapt thus the race has many species specialty created for their task.
The Assimilated race’s under the Hive’s control are generally happy and content with their lot in life, they are loyal to the hive and thanks to the parasite, never harbor any thoughts of revolt effectively pacified.
They all believe as the Para do that technology is evil and that only organic can be trusted, seeing the Spawn as their ‘savors’ in a sense. Those assimilated are visibly infected with their parasite with black biomass tendrils growing directly one and in their bodies.
History:
Little is known of the Parastructneanoid's past, what is known it is believed they evolved from a parasitic or symbiotic organism. They would have stayed as such had it not been for some Medanoin colonist ships, a race of blue skinned humanoid, which found the plant and began to colonize it.
The somewhat sentient parasites were later discovered and test went under way to find any uses they may have to Medanoin if any. They found that the genetic code of this life from could easily be manipulated and mutated thus experiments went under way to create the first real B.O.W's (Bio, Organic, weapons) by mixing them with the genes of other life forms on the planet and their own home world. The results were astounding as they were able to make a race solely built for warfare.
It was many year's of trial and error but the science behind it was perfected. However it seemed the colonist grossly underestimated the intelligence of the Parastructneanoids, as the Medanoin never mastered control of their new ‘weapons’. The Parastructneanoids eventually turned on their old master’s, assimilating the survivor’s.
All contact was lost with the colony, and every attempt sent to discover what befall them ended in failure as none returned after going to the planet. The Medanoin quickly quarantined the planet never to return there. This left the newly reborn Para race unmolested and free to spread across all of Humus 9 like a plague.
But they remained stranded on their home world for now as they continued to adapt and evolve the pace easily quickened thanks the ample supply of tech abandoned by the Medanoin, which the Para were able to master using the acquired knowledge of the Medanoin’s they assimilated. Over the course of the next 450 years the Para’s became more advanced and developed nest dotted the planet and the greatest of these was the Hive.
A massive net work of interconnected nest that housed the great queen, which joined all he Para as effectively ‘one’ entity in a sense. All Para were loyal to the queen because of this connection. Soon however another advanced space faring race happened upon the strange world. A race who were excellent space travelers having perfected the Quantum warp technology that allowed one to travel vast distance’s off space.
No sooner had they landed and ventured a bit, only to discover that most of the planet was covered in black biomass. They were quickly attacked and the rest assimilated. It seemed that the Para’s had developed a hate toward all forms of technology. It did not take them long to discover a way to retro engineer the Ship finally allowing the Para the power of space travel.
After a few decade’s more the Para’s began spreading across first their solar system and onto other’s assimilating any life-intelligent or not. They quickly started conquering the old Madanoin Empire that had unknowingly started it all. Once all of the Madanoin planets had been taken and the Madanoin conquered the Para began branching out to more systems and planets and like a vile plague they continued to adapt and grow in power and infect other worlds.
They have now assimilated a number of race’s, all of which are infected with a alien parasite that connects them to the Hive mind making them absolutely loyal. Many have already fallen to the tide and it spreads still.
Military details:
The Parastructneanoids are masters when it comes to chemical warfare, which is why it is so dangerous to fight them in prolonged battle. The Spawn as they are also called, wait for the precise time to attack, and then unleash small surgical strikes that leave their enemies reeling. Their dependence on poisons allows them for quick attacks then quickly withdrawing allowing their chemicals to do their work.
They never pause between attacks for long attacking frequently and often too keep their foes guessing. Once the enemy is softened up and weak from these constant attacks, they then proceed with a full scale attack all at once. Thanks to the fact they are all singularly connected the moment one Para knows something the others will almost immediately pick up on it. Making fighting the Spawn largely feel like one is attack a single being. They move as one in prefect cohesion no other race could hope to copy.
Because of this cohesive strength it makes ambushing or sneaking up on a Para army difficult since if one ever catch’s on then the element of surprise is lost.
Tactics:
The most often used Tactic by the Spawn to invade other worlds is by launching spores filled with parasites onto a planet often near large concentrations of water. Replicators as they are called, scout out systems looking for suitable planets to infect, once one is found it is usually they who launch a few spores onto the planet to help make way before the actuarial invasion.
The Spores are large seed shaped capsules and once landed they drill deep underground were they began to spread connection with any other near by spores, creating a large underground nest. Then Manaiton ladies, four legged Para’s that resemble earth spider’s. They collect whatever water they can then bring it back to the nest, then the first eggs are laid and soon hatch.
A few spores can create a large Para army in but a few weeks time given the right conditions, unless it is rooted out quickly the nest can often be all but impossible to purge completely.
Spawn Starship units: A Hive ship is a type of spacecraft or starship. All Spawn starship's are Bioships and differ from other types of spacecraft in that they are composed, either predominantly or totally, of biological components, rather than being constructed from manufactured materials. Because of this, they all have a distinctively organic look. Since they are organic they are difficult to pick up on standard radar and can repair themselves over time. Most of these massive Bio-ships form the heart of the Hive fleets, acting as nodes for the Hive Mind to direct the swarm around them and serving as starborne factories that churn out the endless Spawn swarms.
Rumors abound regarding Hive Ships. Some believe that though most swarms have multiple Hive Ships, there is still just one ship that maintains a central control of the entire swarm, allowing it to coordinate its fleet's assault, though this can not be confirmed. There are also unsubstantiated reports of indescribably huge Hive Ships that arrive in the final stages of a world's assimilation.
Whatever the truth, the Hive Ships that have been observed tend to share some similarities, despite their otherwise significant physical variety. Stone-like armor plating and densely-clustered weapon growths are common among Hive Ships, and though slow and ungainly, a Hive Ship is almost invariably akin to a Battleship in the magnitude of the threat it poses on the battlefield. Most Bio-ships and Hive ships are also armed with weaponry that exceeds those of normal starships. Such as Pyro-acid Batteries, Pyro-acid Batteries are a kind of Weapons Battery used on Spawn Bio-ships. Launching toxins and pyro-acids, these gigantic Biomorphs can cause considerable damage on impact to enemy ships. Moreover after impact they unleash hordes of smaller Spawn creatures into the ship, and these often prove more deadly then the weapon itself.
Acid Blood is a biomorph present in certain Spawn creatures. It is so corrosive it can eat through flesh and ceramite armour in mere moments. Literally all of the creatures bodily fluids are acidic, so deep wounds will spew acidic liquids over nearby units.
Acid Maw is a Spawn biomorph exhibited through a Spawn creature's jaws continuously dripping with acidic bile powerful enough to dissolve through ceramite. Some creatures also have a powerful tongue dripping with corrosive acids that can be used to snare prey and bring them in for consumption and digestion while leaving other limbs free for other tasks.
Acid Spray is a Spawn Biomorph found on larger creatures such as the Tyrannofex. This bioweapon stores huge amounts of highly acidic digestive fluids, then sprays it over a wide area. The acid melts through body armour with shocking ease and reduces its victims to shapeless goo.
Bonded Exoskeleton is a Spawn Biomorph. Bonded Exoskeletons come from ageing, and the older an organism the tougher its chitin. Various layers of bone, muscle and cartilage grow over various vital spots forming a sleek cover over the entire body. This makes creatures extremely tough and difficult to kill
The Barbed Strangler is a Spawn Bio-weapon. It is a fairly simple weapon consisting of a seed sac and a muscled tube. A seed moves from the sac to the barrel where it grows in seconds. When it is launched it grows further in all directions, reaching maturity in seconds. It sends out hooked tendrils to bind and tear apart its prey. The seed has some similarity to some ground-based xenomorphs and is in actual fact a sentient alien flora. The barbed strangler is the actual projectile, the name being transferred to the weapon itself. The seed begins within a seed pod the size of a man's fist and is fired from a simple muscled tube. If the pod pierces armour it activates and grows thanks to the warmth of the body it just hit. Within seconds a number of tentacles shoot through the body and tear it apart. At full development blood red tendrils lash out of the victim and spread in all directions. The actual strangler seems to have no body as such but is a creature. It also seems to bear some similarities to some terrestrial xenomorphs. The strangler uses up its energy within moments and falls dormant but the initial burst of growth is easily enough to destroy anything it impacts, including vehicle armour if it can find a suitable chink in the armour. Even if enemies do survive they will be helpless, bound by steel hard tendrils
The Bio-Cannon is a Spawn Biomorph and is among the largest weapons yet encountered on Spawn organisms. Equipped to titan-sized creatures such as the Hierophant and Oryctian, the Bio-Cannon is triggered by a massive electro-chemical shock that spews forth a hail of highly venomous and corrosive maggot organisms. These organisms then impact on the target, splattering a rain of bio-acid and poison that can melt through nearly any material in a matter of seconds and reduce the unfortunate victim to a steaming pile of bubbling goo.
Bio-plasma is a Spawn Biomorph. Bioplasma is generated by a specially modified oesophagus which can vomit bio-plasmic bolts, generated by rasping internal plates, drawing its power from the stores of energy in the gut of the creature. A loud screeching noise is produced when it is launched and an electrical field around the creature's claws holds the plasma until it is fully formed. The general view is that only the Carnifex can use this, however it is available to other units. Bio-plasma is capable of being focused by pure psi energy into a hot beam of bio-pulse.
A Bonesword is a form of Spawn close-combat bio-weapon which can drain the life-force out of its victims. It is serrated on both edges and was originally a creature's massively elongated horn. A bonesword is alive with a rudimentary sentience, and gradually grows in length as well as repair any battle damage to itself and maintain a deadly monomolecular edge. It has a small brain situated deep within its hilt. However, it is completely slaved to the will of its wielder and is incapable of any independent thought. A bonesword is made of chitin and constantly crackles with powerful psychic energy that flows along embedded nerve tendrils to create a psychic field around the blade, effectively creating a biological version of a force weapon. This energy amplifies in potency when in close proximity to another bonesword, such as when used in pairs. It can also generate a powerful surge of psychic energy when stimulated by its user, and its hilt, when stimulated by combat, can send out psychic pulses to nearby Spawn creatures with the aims of whipping them into a killing frenzy.
Chitin is a basic dense shell worn by all Spawn species, even the most basic of organisms such as the Formidian Trooper. These are tough, beetle-like carapaces which cover the creatures vital spots. Chitin is tough enough to turn aside blades and even glancing small-arms fire. Larger and more powerful Spawn are often bred with Reinforced Chitin, a series of carapace plates that exude a sticky resin-like substance which quickly harden and create additional self-healing layers of ablative armor that offers the Spawn greater protection against incoming attacks. Sectnoid's have an even superior natural body armor known as Sectnoid Gorgonite.
A Lash Whip is a Spawn Bio-weapon in the form of a living whip with three tentacles of muscle and sinew that withe of their own accord and strike at their prey, too fast to be dodged or parried, independently of their wielder's actions. Enemies that are not sliced apart by the bony hooks at the end of each tentacle are aimed to be captured and ensnared so they become easier prey for the Spawn in control. A Lash Whip has a small body contained within a bony tube which forms the handle of the whip, and has three tentacles which form the rest of its body. The creature survives by slicing flesh from its victims and consuming them.
Rending Claws are a Spawn Bio-weapon of short, deadly claws tipped in extremely dense diamond-hard chitin. Powered by the overdeveloped musculature and steel-like tendons of a Spawn, rending claws become capable of ripping open Ceramite and thick armour with ease as well as fatally shredding flesh and bone.
Scything Talons are a Spawn biomorph of long, razor-edged claws resembling fused talons made of Chitin and serrated bone-like substances. Each talon is powered by whipcord muscles to stab, slash, and eviscerate victims with lightning-fast swipes. They are a widely used adaptation among Spawn and can be seen on almost any Spawn creature with any form of morphable bio-structure.
Cluster Spines are a Spawn Biomorph that is equipped to larger Spawn beasts such as the Tervigon and Tyrannofex. Consisting of rows of quills embedded into the carapaces of the equipped creature, these dense, hollow spines can be launched over considerable distance and explode into thousands of shards as impact. Fired into densely packed groups, these spines can saturate large areas with needle-sized slivers, making them a potent anti-infantry weapon.
Crushing Claws are a Spawn Bio-weapon of huge crab-like claws found on the largest Parastructneanoids organisms, the only creatures capable of hefting the enormous bulk of the claws, such as Carnifexes. The claws are obscenely strong and powerful enough to destroy multiple opponents in one swoop or easy cut through the toughest vehicle armour.
A Deathspitter is a Spawn Bio-weapon. It is a highly complicated, multi-organism symbiotic weapons which launch corrosive maggot creatures through muscle spasms. Wherever the maggots strike volatile fluids splatter across a wide area and sear any flesh and melt any armour it comes into contact with.
The Devourer is a conical lump of partly rotted flesh, infested by writhing worm-like parasites with black, shiny heads. When the weapon is triggered, a bio-electric jolt hurls a shower of these creatures at the enemy, where they immediately start burrowing into the flesh, eating their way through the victim's nervous system towards the brain. The agony caused by this process is enough to drive the victim insane. Devourers wielded by the largest Spawn organisms are loaded with hives of Brainleech worms, a more aggressive and voracious breed of worm.
PSI-Ray Cannons are a type of advanced organism subliminal stimuli transmission stream system that targets a sentient brain wavelength frequencies confusing or killing enemy soldiers. Effective against infantry and vehicle pilots.
The Fleshborer contains a compact brood nest where Borer Beetles lay their eggs, which hatch and mature, sustained by the weapon for future use as ammunition. The weapon is connected directly with the creature using it and apparently runs off of the creature's bodily functions. The beetles move very little until the weapon is triggered by a massive electro-chemical shock which drives the beetle into sudden frenzied action. Using their powerful flea-like legs they launch themselves out of the weapon at tremendous speed. On striking they expend their life energy in a matter of seconds, boring frenziedly through the target's armour, flesh and bone. If however the beetle fails to find a target, or hits something that even in its frenzied state it cannot bore through, it quickly dies regardless.
The Fleshborer Hive is a large Spawn Biomorph found on the Tyrannofex. Consisting of a large colony of the same breed of borer beetles found in the simple fleshborer, the fanged creatures stored in the bloated sacs of the hive lay thousands of eggs that hatch and mature at a fast rate within the chambers of the brood nest. Fleshborer hive ejects the beetles at regular intervals to prevent the Tyrannofex from exploding, raining them down upon nearby foes.
Frag Spines are a Spawn biomorph, studded along some Carnifexes, of explosive Spine Banks or other similar short range bio-weapons that launch as the Carnifex rampages forward and forces their prey to take cover or be shredded with hundreds of chitinous shards.
The Impaler Cannon is a Spawn Biomorph. Most commonly found on Hive Guards or Formidian Warriors, though it may also be wielded by Hive Tyrants, the Impaler Cannon fire bony spines, as long as a man is tall, at velocities high enough to rupture plasteel or battle tanks. At the base of each spine is a small shard-beast Parastructneanoids creature, a parasite that feeds off the blood vessels of the spine. As the spine is fired, the shard-beasts own innards are torn from its body and it only has a few moments of life left to use its thin membranous fins to steer the spine towards its prey.
An Implant Attack is a Spawn biomorph of hollow fangs, barbed stingers, or serrated claws that are capable of inflicting massive internal injuries to a victim and bleeding them to death in seconds, as well as filling the victim with fatal toxins and poisons.
The Rupture Cannon is an enormous Spawn Biomorph found on the Tyrannofex and is the most powerful Spawn weapon to be carried by anything smaller than a biotitan. Each time the rupture cannon fires, two different cannonball-sized projectiles are launched in quick succession. The first is a bloated tick that bursts upon impact, showering the target in an oily substance. The second is a seedpod with a near-impenetrable shell. As the seed smashes into the target, it is coated in the oily substance left behind by the tick. The fluid dissolves the toughened shell in a fraction of a second which triggers a chemical implosion powerful enough to decimate armored vehicles from the inside out.
The Spike Rifle is a Spawn Bio-weapon used primarily by the Formdain genus. It is a bony tube lined with muscles that holds a row of harpoon-like spikes that are razor sharp, barbed to tear at a victim's arteries and cause them to bleed to death, and for good measure are also criss-crossed with acidic veins and toxin sacs to make any scratch almost always fatal. The spikes are fired by method of a muscle contraction over a considerable range and with sufficient force to piece flesh weak against armor however.
A Spinefist is a Spawn Bio-weapon of a symbiotic living gun, typically carried in pairs, which connects its own air-bladder to the airways of its host via a long tube-like tail that burrows through the host's limb into their torso. A spinefist's lethally poisonous spines are coated with neuro-toxins which assault the nervous system of its victims, and are fired by a sharp exhalation of the host. Thus, a larger and more powerful host can exhale more spines in each salvo, ripping through the flesh of any caught victims.
Sectnoid Gorgonite, more commonly known as Sectnoid crab or Chitin armor, it is an advanced Hive bio-engineered crab-shell-plated armor used by the Warrior caste of the Spawn. The armor was made from the living shell of the Gorgon crab. The living armor emits natural electrical impulses that reorganizes the creature's semicrystalline cell structure thus, Spawn crab armor is extremely durable, as it could easily stop blaster hits, Bolter rounds, and even Plasma blade strikes. It is not that heavy, so most Sectnoid warriors could move quickly if needed. The spikes on the armor are also capable of being used as weapons of last resort, if they were used properly. However the armor was not powerful enough to withstand strike-fighter fire. Nor can it withstand the strength of Noir using with personal TEM Generators, which would crack and break the armor with the continuous application of pressure. The creature's gills are also found in the armpit of the exoskeleton thus leaving a weak point. As the armor is a living creature, it was subject to a living creature's problems.
The Stranglethorn Cannon is a large Spawn Biomorph. Essentially a heavier version of the Barbed Strangler, it fires much larger, stronger, and more aggressive seed-pods. The growing pod's mass of barbed tentacles can grasp onto the armor plating of vehicles and rip them to pieces.
The Venom Cannon is a Spawn Bio-weapon used by heavier Spawn organisms that fires salvos of crystals formed of highly corrosive poison and then coated in a metallic, venomous reside. They are launched with an electrostatic charge at tremendous velocities. A target, if not killed outright by the impact, will be shredded by the hailing shards of shattered crystal, or by the corrosive poison from the shattered crystals. They are also effective against vehicle armour, shattering within the bulkheads of a tank and killing the crew.
Winged, or Wings , is a Spawn biomorph. The forelimbs of some Spawn creatures have mutated into large leathery wings to allow the creature to move swiftly over long distances by flying, swooping or gliding. Some creatures also have more than one set of wings or a lightened exo-skeleton.
-Ship-
http://images.wikia.com/starcraft/im...r_SC1_Art1.jpg
Class Type: Fighter
Class: Devourer
Armaments: Corrosive acid
Defenses: Hardened shells
Crew: N/A
Generators: 1x Quantum generators
Size: 20 meters
Engines: 4x insect wings
Strike-Craft: (If applicable)
Description:
Devourers are an evolution of the Postmodor. In use by early in the time of the Spawn, devourers spit a venom of corrosive acid at aerial targets that can eat through the reinforced armor plating of enemy craft and capital ships. A single spat of venom may splash over multiple targets. The acid spores in the venom may hinder the fighting ability of the target.
-Ship-
http://gaming.trekcore.com/armada2/s.../8472scout.jpg
Class Type: Fighter
Class: Postmodor
Armaments: Bio-Plasma
Defenses: Energy reflecting psi-shields
Crew: N/A
Generators: 1x Quantum generators
Size: 40 meters
Engines: 2x anti-gravitational accelerators
Strike-Craft: (If applicable)
Description:
The smallest Morphid basic flying units and the only ones to have any kind of effective defense against energy and plasma beam weapons. A quantum cumulation system created by the parasites enables it to be used as a powerful cannon.
Number in Service: 35
-Ship-
http://wh40k.lexicanum.com/mediawiki...Razorfiend.jpg
Class Type: Razorfiends
Class: Spawn light cursier
Armaments: Bio-morph
Defenses: Energy reflecting psi-shields
Crew: N/A
Generators: 1x Quantum generators
Size: 100 meters
Engines: 2x anti-gravitational accelerators
Strike-Craft: (If applicable)
Description:
Razorfiends are modestly sized cruisers that are aggressive in their attacks, storming out from the hive fleet in response to any threat to the massive hive ships, often using claws and tentacles to make direct attacks on ships in an effort to physically smash them to pieces. Cruiser sized Spawn bioships are seldom found far from the hive ship, however, and it has been theorised that they receive their nourishment from them in some manner.
Number in Service: 18
-Ship-
http://images.wikia.com/earthseries/...plicatorus.gif
Class Type: Transport
Class: Replicatorus
Armaments: N/A
Defenses: Minor Shields and super hardened exoskeleton
Crew: N/A
Generators: 1x Quantum generators
Size: 100 meters
Engines: Anti-gravitational accelerators
Strike-Craft: N/A
Description: Replicatorus is the basic unit capable of transformation into a higher form - the Morphoratorus. They are lightly armored and have no weapons per-say, they are mainly used for carrying of troops and Spores. (note: this unit like all other's are jetblack))
Number in Service: 50
-Ship-
http://images.wikia.com/starcraft/im...SC2_Cncpt1.jpg
Class Type: Corvette
Class: Corruptor
Armaments: 2x Bio-cannons, 1x Psi-rays, Acid spray
Defenses: Passive Psi-shields
Crew: N/A
Generators: Psi-energy
Size: 120 meters
Engines: 2x psi-energy
Strike-Craft: N/A
Description: Designed solely for use against aerial targets, corruptors are used against capital ships and are deeply feared by any races. Fortunately for the Spawns enemies, these giant brain-like creatures, with their snapping beaks and dangling tentacles, are usually found near only the most advanced hive nodes. The corrupter is a genetic marvel that can cover targets in acid, causing them to take additional damage from attacks.
Number in Service: 20
-Ship-
http://gaming.trekcore.com/armada2/s...2destroyer.jpg
Class Type: Corvette/fighter
Class: Terrors
Armaments: 2x Duel chemical cannons, 2x Chemical Warheads, 1x Bio-plasma
Defenses: Super hardened exoskeleton, shield generators
Crew: N/A
Generators: 1x Quantum generators
Size: 50m
Engines: 2x Psi-energy
Strike-Craft: N/A
Description: These fighters are fast and nimble and capable of confronting and combating other fighter's easily. Though they lack the fire power to threaten larger star-ships unless in large number. DNA alterations have endowed it with the ability to secret a highly concentrated substance. This substance can penetrate anti-chemical and reflective armors, causing massive internal damage.
Number in Service: 15
-Ship-
http://www.trekmeshes.ch/meshes/largethumbs/8472V1.JPG
Class Type: Frigate
Class: Interceptor
Armaments: 20x Powerful Pyro-acid Batteries, Spore launchers, 3x Spore rockets pods, 1x bio-pulse beam
Defenses: Super hardened exoskeleton, 2x psi-Shield
Crew: N/A
Generators: 4x Psi-energy
Size: 70 km
Engines: 5x Anti-gravitational accelerators
Strike-Craft: (If applicable)
Description: The mainstay of The Spawns starship prowess. They have standard armor and weaponry, are nothing fancy. But like all other Para Bioships it is a living ship, a ship that is capable of not only self-repair over time but quickly learning and adapting. They also are capable of sending out small spores that are harmless to starships but are deadly to small craft as they act like mines and can also be used to stop some attacks.
Number in Service: 12
-Ship-
http://gaming.trekcore.com/armada2/s...battleship.jpg
Class Type: Frigate
Class: Vengeance
Armaments: 10x Chemical missile pods, 4x Psi-rays, 6x Pyro-acid Batteries, 1x bio-pulse beam
Defenses: 4x Shield generators, Super hardened exoskeleton
Crew: N/A
Generators: 5x Quantum generators
Size: 100 km
Engines: 6x Anti-gravitational accelerators
Strike-Craft: N/A
Description:
A unique Bioship that fire caustic substance's that bypass energy shields (since they are often only meant to stop energy weapons) and cause direct damage to the targeted ship. Like other Bioship's it has no shields of it's own but is difficult to pick up on standard radar.
Number in Service: 10
-Ship-
http://vaultmedia.ign.com/rpgvault/i...1129908323.jpg
Class Type: Light Cruiser
Class: Morphorator
Armaments: 4x anti rocket defense systems, 10x Pyro-acid Batteries
Defenses: 4x Psi-Shield, Super hardened exoskeleton, 4x anti-rocket system
Crew: N/A
Generators: 5x Quantum generators
Size: 200 km
Engines: 4X Anti-gravitational generator
Strike-Craft: 300
Description:
The heart of the Spawn fleet, it is endowed with a quantum accumulation system. It also can carry quit a large number of fighter's when needed. The introduction of an additional accelerator enabled the fitting of an anti-rocket protection system. The Morphorator Light Cruiser also has an anti-gravitational generator for crystal material storage and a nest for Parasites, both of which enable it to transform into a Postomor Heavy Cruiser and Postomor destroyer units.
Number in Service: 11
-Ship-
http://gaming.trekcore.com/armada2/s...72behemoth.jpg
Class Type: Heavy Cruiser
Class: Postomor
Armaments: 20x Chemical missile pods, 10x Pyro-acid Batteries, 3x PSI-Ray Cannons
Crew: N/A
Generators: 7x Psi energy
Size: 900 km
Engines: 6X Psi powered
Strike-Craft: 250
Description:
The second largest flying unit, used for stationary ground target elimination by orbital bambardment. Uses charges strengthened by an additional coating obtained through the use of covalent bonds. Due to their high resistance level, they are perfect for carrying demolition charges.
Number in Service: 22
-Ship-
http://gaming.trekcore.com/armada2/s...472frigate.jpg
Class Type: Class Destroyer
Class: Postomor
Armaments: 3x Quantum cumulation Psi-emitters, 20x Chemical rocket pods, 16x Powerful Pyro-acid Batteries, 1x bio-pulse conduit
Defenses: 6x anti rocket defense systems, Harden exoskeleton, 4x Psi-Shields
Crew: N/A
Generators: 5x Psi powered
Size: 700km
Engines: 4X Quantum accelerators
Strike-Craft: (If applicable)
Description:
The most powerful Spawn unit aside from a Mothership itself. It is equipped with three quantum cumulation systems,a bio-pulse conduit to ensure victory in a closely pitched battle and each powered by an auxiliary accelerator fueled by pure psi energy. All this makes the Postomor Destroyer the ultimate weapon.
Number in Service: 7
-Ship-
http://images.wikia.com/starcraft/im..._SC2_Rend1.jpg
Class Type: Heavy Destroyer
Class: Brood Lord
Armaments: Broodling Strike,
Defenses: Hardened exoskeleton, 2x PSI Shield emitter
Crew: N/A
Generators: 4x Quantum generators
Size: 500 km
Engines: 5x Anti-gravitational accelerators
Strike-Craft: (If applicable)
Description: Brood lords are massive manta-like flying creatures that serve as aerial siege units for the Spawn. Only seen in the largest of conflicts, the brood lord has the ability to spit out biological symbiotes that function as living ammunition, birthing smaller Spawn creatures that rip a ship's hull apart. This attack makes brood lords extremely dangerous to opposing installations. However, despite their impressive offensive abilities, brood lords are not very durable, and they make easy targets for most aerial-strike combatants
Number in Service: 4
-Ships-
http://gaming.trekcore.com/armada2/s...8472mother.jpg
Class Type: Mothership
Class: Hive Node
Armaments: 100x chemical rocket pods, 30x PSI-ray cannons, 40x Powerful Pyro-acid Batteries, 4x Bio-pulse beam
Defenses: 20x anti rocket defense systems, Psi-shields
Crew: N/A
Generators: 10x Bio-mass powered Quantum Generators
Size: 1700 km
Engines: 6X Psi energy
Strike-Craft: 10000
Description:
The Mothership is undoubtedly the largest Para Starship in it's arsenal. It is bristling with weaponry, and is well armored. Few things can stand up to a Mothership. It acts as both a battleship, aircraft carrier and troopship combined. It is really a giant Mobile nest in a sense and acts as a kind of control center for other Spawn.
Number in Service: 2
-Ground Force-
Unit Name: Mantian Lady
Unit Size: 100
Unit purpose: To clone themselves
Unit equipment: N/A
Number of Units in service: (Not sure)
Unit Description: The smallest and weakest Spawn unit, the basic task of this unit is to multiply itself and transform into a Formidian Trooper basic unit and Orchidian Nest structures. It also has the ability to repair damage of all of the other Spawn kin.
-Ground Force-
Unit Name: Mantian Widow
Unit Size: 100
Unit purpose: To clone themselves
Unit equipment: 2x Scything claws
Number of Units in service: (Not sure)
Unit Description: The fully grown form of the Mantian lady before it evolves into a princess. Mantian Widows make use of their barbed talons to attack enemies though they have been observed to make use of explosive globules that they spew out, as well as Acid spray. Humanoid forces are known to suffer a from a great loss of casualties when engaging them. However, the Mantian Widow has been known to have a rallying effect on the other feral Spawn broods.
-Ground Force-
Unit Name: Mantian Princess
Unit Size: 4
Unit purpose: To evolve, heavy Assault
Unit equipment: 2x Scything claws
Number of Units in service: Not Sure
Unit Description: The Mantian Princess is formed out of the Formidian Trooper unit. It can transform itself into the Hermipterian Defender and Hermipterian Grenadier units. Thanks to the insertion of additional receptor data into the reproductive unit's genetic code, it is able to sense delicate vibrations on the surface in order to detect other moving units.
-Ground Force-
Unit Name: Mantian Queen
Unit Size: 5
Unit purpose: To create more units
Unit equipment: Acid maw, Rending claws
Number of Units in service: Not sure
Unit Description: The Mantian Queen is formed out of the Mantian Princess unit. It can transform itself into the Coleopian Tank and Arachnian Exterminator units. It can also turn itself into a few Mantian Ladies. A Mantian Queen can eliminate all optical camouflage effects.
-Ground Force-
Unit Name: Formidian Trooper
Unit Size: 20
Unit purpose: Front line trooper (cannon fodder)
Unit equipment: Fires a high acidic compound
Number of Units in service: Innumerable
Unit Description: The Formidian Trooper is formed out of a Mantian Lady and can turn itself into a Mantian Princess. This is a basic Spawn battle unit. It was more or less made redundant as a battle unit when it was revealed that its direct descent from the Mantian Lady enabled it to maintain the DNA coding responsible for transformation. This led to the creation of the Mantian Princess. The unit generates and ejects a caustic substance.
-Ground Force-
Unit Name: Formidian Guardian
Unit Size: 12
Unit purpose: Front line unit
Unit equipment: Fires a highly acidic compound
Number of Units in service: innumerable
Unit Description: The Formidian Guardian is formed out of a Formidian Trooper.
The highest level of development among the Formidianids - a battle organism, which is endowed with extraordinary potential thanks to minor DNA modifications. The armor is expanded to twice the original size and the ability to move underground makes the Guardian a tough opponent. The DNA changes increased the concentration of caustic substances generated by its secretion system.
-Ground Force-
Unit Name: Hermipterian Defender
Unit Size: 6
Unit purpose: Anti-air
Unit equipment: Fires potent chemicals
Number of Units in service: innumerable
Unit Description: The Hermipterian Defender is formed out of the Mantian Princess and is the few dedicated anti-air unit the Spawn have. Since the Formidians had no effect on enemy airborne units, the secretive race the Spawn call the "Builders" had to create a radically new kind of unit, one which could perform anti-aircraft (AA) tasks effectively - and the implantation of an autonomic internal secretion system enabled this - as a result, the Hermipterian Defenders use organic caustic substances against their enemies.
-Ground Force-
Unit Name: Hermipterian Grenadier
Unit Size: 4
Unit purpose: Artillery
Unit equipment: Cluster Spines, Acidic compounds
Number of Units in service: innumerable
Unit Description: The Hermipterian Grenadier is formed out of the Mantian Princess and serves as light artillery. It has a damage multiplier against structures. Since the caustic substance had no effect on some chemical compounds, the Hermipterianid DNA was enriched by genes that merged caustic substances with the atmosphere, changing the substance from a liquid to a solid state. When ejected, this new acid substance flies further - so the Hermipterian Grenadier is used for destroying fortifications. Due to the resulting reduction in destructive power, Formidian Guardian DNA was added - this enables the unit to dig into the surface of the planet.
-Ground Force-
Unit Name: Hermipterian Grunts
Unit Size: 15
Unit purpose: Close quarters
Unit equipment: Scything Talons
Number of Units in service: innumerable
Unit Description: Hermipterian Grunts (subspecies name: Gauntii gladius ) are fearsome but expendable Spawn creatures used in their billions and often precede a main Spawn attack. They are a subspecies of the Hermipterian family armed with razor-sharp Scything Talons and move on powerful hind legs in a series of exceptionally fast, bounding leaps that appears as a skittering, insect-like gait. Before the full attack of a Spawn Hive Fleet, Hermipterian Grunts are often dropped in Mycetic Spores in such large numbers that even if many are destroyed by orbital defenses those that make planetfall will pose a serious problem to any inhabitants. Hermipterian Grunts have a deadly instinctual ability to hunt that needs little direction from the Hive Mind. They are so single-minded in hunting that they will ignore personal injury and tiredness until they have run down their quarry. Hermipterian Grunts will then feed upon their prey, ripping pieces of flesh apart with razor sharp teeth. However their extremely fast metabolism will always drive them to constantly seek out new victims. They are usually left to their own devices once a Spawn attack is underway, though occasionally the Hive Mind will intervene and direct them towards a more distant and more important target.
-Ground Force-
Unit Name: Arachnian Exterminator
Unit Size: 2
Unit purpose: Heavy artillery support
Unit equipment: An extremely potent acidic compound
Number of Units in service: 1,800,000
Unit Description: The Arachnian Exterminator is formed out of a Mantian Queen and can transform itself into an Arachnian Demolisher. It has a relatively slow rate of fire that makes it unsuitable as a frontline unit. Instead, it can be deployed either as field artillery against enemy units lacking chemical armor or as heavy artillery against enemy structures, in which regard it clearly outclasses the Hermipterian Grenadier.This unit, with its specially mutated internal secretion system emits a chemically unique and extremely concentrated caustic substance, which is actually able to melt the defensive coating of hostile structures.
-Ground Force-
Unit Name: Arachnian Demolisher
Unit Size: 12 feet
Unit purpose: Extremely long range fire support
Unit equipment: Deathspitter
Number of Units in service: 900,000
Unit Description: The Arachnian Demolisher is formed out of an Arachnian Exterminator. While it's even more slow-firing than its predecessor, the Demolisher is one of only two Alien units that can pierce heavy armor. Just like the Exterminator, the Demolisher is unsuitable as a front-line unit; indeed, its best use is the long-range shelling of enemy bases. The Builders decided to introduce an additional nucleotid to the Arachnian Exterminator DNA chain. This alteration enabled caustic substances to mutate into enormously tough shells - a hugely effective unit with awesome capabilities.
-Ground Force-
Unit Name: Coleopian Tank
Unit Size: 5
Unit purpose: Heavy armor
Unit equipment: 2x Rupture Cannon
Number of Units in service: 3,000,000
Unit Description: This is the steely heart of the Spawn assault forces. A heavily armored organism, it has a modified internal secretion system that achieves a greater concentration of caustic substances. Since the Coleopian Tank is derived from the Mantian Queen unit, it has the ability to transform itself into Oryctian Tank and Gryllopian Brainer units.
-Ground Force-
Unit Name: Oryctian Tank
Unit Size: 2
Unit purpose: Front line, heavy armor
Unit equipment: 2x Bio-cannons
Number of Units in service: 2,000,000
Unit Description: A modified Coleopian Tank. DNA alterations have endowed it with the ability to secret a highly concentrated substance. This substance can penetrate anti-chemical and reflective armors, causing massive internal damage.
-Ground Force-
Unit Name: Scythed Oryctian
Unit Size: 6
Unit purpose:
Unit equipment: 4x scything claws, Acidic spray, Multiple claws and fang
Number of Units in service:
Unit Description: The Scythed Oryctian is armed with four huge razor sharp claws, each capable of slicing through a battle tank, and heavily protected by chitin plates, in places up to 30 cm thick. A Scythed Oryctian is far larger than a Coleopian. As well as its claws, the Scythed Oryctian also bears a symbiote creature which appears to live in its back, growing out between the armour plates. This toxic creature helps defend its host from attack, squirting a jet of potent mutagenic acid against any enemy that gets too close
-Ground Force-
Unit Name: Gryllopian Brainer
Unit Size: 1
Unit purpose: Control Hive units
Unit equipment: Brain wave emitters
Number of Units in service:
Unit Description: As a result of Mantianid receptor research, a vicious mutated form developed. The receptors developed into wave emitters, which enable absolute control over the brain waves of living organisms and vast amounts of Psi-abilities.
-Ground Force-
Unit Name: Overlords
Unit Size: 5 feet
Unit purpose: Help control Spawn units
Unit equipment: Brain wave Emitters
Number of Units in service:
Unit Description: Overlords fly using helium-filled gas sacs combined with a weak telekinetic psi-ability for lift and motive power. They are protected by an exoskeleton, strong enough to resist a lightning strike. Overlords were capable of disgorging creep to prepare the way for zerg conquests, and had gained the ability to metamorphose into overseers, a genetic alteration of the overlord with advanced senses and the ability to spawn changelings
-Ground Force-
Unit Name: Sectnoid Infantry
Unit Size: 12
Unit purpose: Infantry
Unit equipment: various bio-morphs
Number of Units in service:
Unit Description: The main infantry of the Spawn, they are light fast bipedal with backward limes (like a dogs). they use compact Biomorph type weapons that vary widely, but often carry a type that fires out at a high rate caustic substances that are deadly to other living organic life. They also have the innate ability to jump further and faster then any other of their race making them very adept in urban warfare, and support Sectnoid Gorgonite exoskeletons. While not very strong individually, Sectnoid Infantry will overwhelm even more elite foes with superior numbers and support from larger Spawn breeds.
-Ground Force-
Unit Name: Sectnoid Warriors
Unit Size: 6
Unit purpose: Shock troop/Leader
Unit equipment:
Number of Units in service:
Unit Description: The heavy troopers and the backbone of the Spawns infantry forces adorned in heavy Sectnoid Gorgonite armor. They are far better armored and tougher then their smaller cousins. The Formidian Warrior (gladius) is a species of the Warrior genus. The gladius species itself is highly adaptable to any battle role, with over 212 known variants - combining flying, walking, leaping biomorphs, with biological ranged weapons or assault symbiotes like scything talons or rending claws or both.
-Ground Force-
Unit Name: Mantian Guard
Unit Size: 4
Unit purpose: Defending Nest
Unit equipment: Huge Scythe like claws and jaws
Number of Units in service:
Unit Description: The Mantian Guard is a species of Parastructneanoids spawned for the sole purpose of defending a Mantian Queens from harm. Though on occasion, a Gryllopian Brainer may also benefit from the Mantian Guard's protection. Mantian Guard are among the dimmest of the Parastructneanoids creatures, on a par with many of the smaller genus creatures in their intellect. This seems to be a deliberate evolution of the Hive Mind in creating a lumbering, heavily defended and utterly loyal bodyguard with no sense of personal safety, often blocking attacks with their bodies, only the continued survival of its master. They are living shields - tough, only dimly aware of pain, and all but impervious to small-arms fire. Protecting them are iron-hard exo-skeletons covered by interlocking layers of chitinous plates. They are also completely blind, as eyes would present an unnecessary vulnerable point for foes to exploit; they are instead controlled by the synapse creature they protect, becoming an extension of its body. Should their master be killed they go berserk, brutally stampeding down the murderers to prevent the knowledge of how to kill a Hive Node from being passed on.
-Ground Force-
Unit Name: Ravener
Unit Size: 6
Unit purpose: Subterranean assault
Unit equipment: Thorax-mounted biomorphs
Number of Units in service:
Unit Description: A Ravener is a Parastructneanoid species adapted for fast assaults, surprise raids and swift pursuits. Raveners are capable of burrowing under the ground for long distances and moving over all manner of terrain at alarming speeds. They have spade-like Scything Talons for digging, snake-like bodies for agile movement, and thorax-mounted biomorphs such as Devourers and Deathspitters. They also bear some resemblance to the Formidian Warrior species. Raveners have highly sensitive auditory and visual senses that can detect a broad range of vibrations and energy bands, allowing them to hear small tremors on a planet's surface and also giving them the unique ability to "see" energy-forms emitted by transmissions, sensor-stealth technology and even Teleporter energy. They can effectively hunt prey by detecting an ungaurded signal and tracking it back to its origin. Thus the enemies technology is turned against them, and any concealed outposts or infiltrators are not hidden from a Ravener.
-Ground Force-
Unit Name: Tervigon
Unit Size: 1
Unit purpose: Transport for units
Unit equipment: Mounted biomorphs
Number of Units in service:
Unit Description: The Tervigon is a massive Parastructneanoid which serves as a living incubator capable of spawning Formidian and Mantians. A Tervigon can carry dozens of Formidian in a dormant slumber kept beneath its lumpen carapace. When traveling through space, Tervigons do not go dormant like other Parastructneanoid creatures but instead roam the Bio-ships acting as guards capable of yielding Formidian to delay any intruders whilst using their potent synaptic link to awaken other Parastructneanoid creatures. If a Tervigon is killed its nearby young are inevitably also killed in a released symbiotic backlash.
-Ground Force-
Unit Name: Hive Tyrant
Unit Size: 1
Unit purpose: Battlefield command
Unit equipment: 4x scything claws, Fangs and claws
Number of Units in service: 100,000
Unit Description: Hive Tyrants are monstrous Parastructneanoid creatures created to be commanders of the Parastructneanoid swarm. Unlike most other Parastructneanoid creatures, Hive Tyrants are completely self-aware, incredibly intelligent, and can learn from their mistakes. Some posses an instinctive cunning that borders on tactical genius. Though in the end they are still ultimately slaved to the Hive Mind but their relationship with it is closer than that of any other Parastructneanoid creature. This makes them terrifyingly psychic and able to manifest deadly psychic powers in battle, including being able to invigorate the Spawn swarm, destroy the foe's morale, or shred the enemy's minds. Hive Trants are equipped with a range of Biomorphs, but most common are the Bonesword, Lash Whip, Heavy Venom Cannon, and Stranglethorn Cannon.
-Ground Force-
Unit Name: Formidian Lurker
Unit Size: 1
Unit purpose: Subterranean assaults
Unit equipment: Spike
Number of Units in service:
Unit Description: The Formidian lurker was evolved from the Formidian guardian thus it's DNA chain allows it to burrow. Formidian Lurkers serve as defense warriors for hive clusters and outlying Nest colonies. Lurkers emit waves of super-dense spines against their enemies, having a full width of damage of ten meters. However, lurkers must actually burrow underground to release these subterranean attacks. Any warriors on the surface who are caught by these spines are instantly impaled. These spines themselves are capable of tearing into flesh, steel, and even reinforced armor plating. The spines can even be directed downward into open spaces, provided the Formidian lurker is underground. The only weakness of the Formidian lurker is that it is vulnerable above ground.
-Ground Force-
Unit Name: Tyrannofex
Unit Size: 1
Unit purpose: Main offensive
Unit equipment: x4 Scything claws, mandibles and jaws
Number of Units in service: 700,000
Unit Description: A Tyrannofex is a monstrous battle-fortress species of Parastructneanoid. Its bulk, armour and weaponry makes it a match to, or even goes beyond, its foe's most powerful battle tanks constructed of more conventional technology. The Tyrannofex is a 20 meter long and 5 meter high living battering ram, evolved from the docile Mantian lady; a creature that the ultralisk now bears little resemblance to. Tyrannofex serve as the backbone of the Spawn, possessing an exceptionally thick carapace. Tyrannofex are the most powerful ground strain the Spawn possesses and their DNA is the "final viable code" utilized by larvae. An example of their might: a handful of Tyrannofex were "responsible for the death of an entire Ysbrydion garrison" on Timul IV.
-Ground Force-
Unit Name: Spawnlord
Unit Size: 1
Unit purpose: Command Spawn legions
Unit equipment:
Number of Units in service:
Unit Description: The Spawnlord is a legendary Spawn creature created by the Hive Mind with the purpose of out-thinking the enemy and developing new strategies when standard Parastructneanoid strategies of physical and biological adaption fail. It has destroyed empires and driven civilisations to extinction, and now it is the foremost Parastructneanoid threat to the Galaxy. The title Spawnlord is its designation given by other races, but it has been known by many other names including the Tyrantlord of the Hive Mind, the Herald of the Great Devourer, and the Destroyer of empires. It is the pinnacle of the evolution of the Hive Tyrant bioform, a truly unique monster. The Spawnlord is essentially immortal, like a Hive Tyrant, as once killed it is reborn by the Hive Mind with the exact same experiences, character and knowledge, in essence becoming stronger than its predecessor every time because of its new experience. But unlike a Hive Tyrant, the reincarnation of the Spawnlord appears to be a stress induced response that is triggered only when conventional strategies of the Hive Mind fail and greater resourcefulness and tactics are needed. To this end, the Spawnlord possess more autonomy from the Hive Mind than any other Parastructneanoid creature, and its connection with the Hive Mind is so strong it can emerge amongst any Hive Fleet, transcending any physical limitations separating the different Nodes. It has also been reported to have the most powerful form of telekinetic psi-abilities and is one of thee most dangerous organisms in the universe.
-Ground Force-
Unit Name: Lictor
Unit Size: 1
Unit purpose: Stealth/sabotage
Unit equipment: Bio-morphs
Number of Units in service: innumerable
Unit Description: Lictors are a type of Spawn creature that act as specialist scouts and vanguards, roving ahead of the Spawn swarm to seek out and locate potential prey. Lictors are masters of stealth and can move swiftly through even the densest terrain without any sound. They are covered in a Chameleonic Skin that changes colour to blend in perfectly with their background and renders them all but invisible to the naked eye and optical sensors. They are not instinctively aggressive, like other Tyranid creatures, but are opportunistic hunters that will stalk their prey from the shadows, avoiding situations where they would be outmatched, until they choose to strike. They will often pick off their prey in ones and twos while they are separated from reinforcements. Lictors have in fact been known to wait motionless for days, completely unnoticed by their victims, until the right time to strike. Lictors are armed with mantis-like claws, Scything Talons, Flesh Hooks, and Feeder Tendrils which are tipped with sharpened bony plates strong enough to pierce a victim's skull and are used to lobotomise victims and devour their brain. From a victim's brain, Lictors can absorb their memories, and so learn the position of enemy forces or any weaknessess that the Spawn could exploit.
-Ground Force-
Unit Name: Pyrovore
Unit Size: 1
Unit purpose: Resource gathering
Unit equipment: Flamespurt
Number of Units in service:
Unit Description: A Pyrovore is a species of Spawn which pre-digests biomass to provide minerals and fuel for the Spawn Hive Fleet. Its body is a complex array of bladders and stomachs, driven by the instinctive need to feed, with a deadly maw dripping with corrosive acids strong enough to break down flesh, bone and armour into a smouldering mucous. They are often found on battlefields feasting on the dead and wounded, and can even devour metals and rocks. When facing an enemy, a Pyrovore can launch a searing fireball from its dorsal flamespurt bio-weapon grown into its own flesh. If injured, the acidic contents of a Pyrovore's various stomachs sprays out of its wounds over its enemies; if killed, the volatile ichors of a Pyrovore's insides have a good chance of igniting in a tremendous explosion, engulfing everything around it. A Pyrovore has limited intelligence, driven only by the need to feed. Its flamespurt weapon-symbiote has a seperate brain that functions independently from the Pyrovore, unlike many other Tyranid organisms which bond minds with their bio-weaponary. The flamespurt weapon actually possesses a larger mental capacity than its host, instinctively attacking any nearby non-Spawn lifeforms whilst the Pyrovore gorges itself.
-Ground Force-
Unit Name: Mawloc
Unit Size: 1
Unit purpose: Vanguard
Unit equipment: Various bio-morphs, Maw of teeth
Number of Units in service:
Unit Description: A Mawloc is a huge worm-like Spawn creature that acts as an outrider to the Tyranid swarm. Similar to Trygons, Mawlocks are burrowing creatures that travel deep underground to bypass enemy defences and then emerge behind enemy lines to run rampant through supply lines, command posts, or artillery batteries, only to vanish back underground to evade retaliation. Severe tremors are the only warning of a Mawloc attack.
Physically, the Mawloc is an incredibly simple organism with most of its bio-morphs geared towards burrowing. It has six incredibly powerful limbs employed to gain traction underground, but they are small and lack the reach to be efficient in combat. Instead, it attacks by swallowing prey whole with its massive razor-toothed maw, or pounds larger foes flat with its muscular tail before eventually devouring them as well. These victims are often digested within its stomach over several long days. Despite its immense size and mass, a Mawloc is incredibly agile and able to weave through incoming fire with fluid grace. A Mawloc is almost entirely blind, and relies on a series of pressure-sensitive organs that run the length of its flank, which provide the Mawloc with a many-layered and ever-changing picture of the world around it. A Mawloc's senses are so delicate that it can absorb and interpret pressure waves as they travel through both solid and liquid matter. They are able to detect even the slightest tremor, and intercept their quarry with unerring speed and accuracy. Added together, this allows a Mawloc to home in on its prey even whilst burrowing through ground. The more regular and rhythmic the sound, for example, the pounding thump of a terrified heart, the more likely a Mawloc will be able to orientate into emerging precisely beneath its prey. Thus it is a victims fear that dooms them.
-Ground Force-
Unit Name: Trygon
Unit Size: 4
Unit purpose: Subterranean assault
Unit equipment: 4x scything claws, Bio-electric field
Number of Units in service:
Unit Description: A Trygon is a monstrous serpentine species of Spawn capable of tunneling through just about any material - carving out underground tunnels that can be used by other Spawn creatures to bypass enemy lines. For the enemies of a Trygon, an attack from below is incredibly hard to detect and even harder to defend against. The emergence of a Trygon will often herald a larger Tyranid attack as hordes of smaller creatures pour out after it using the freshly created tunnel. It appears that Trygons use their bio-static charge to assist with tunnelling, as their tunnels have been found coated with a fused, glass-like silicate layer on the inside. This effect stabilises the tunnel walls and prevents them from collapsing behind a burrowing Trygon. Trygons have also been known to dig deadfall traps by leaving a thin crust over a deep conical hole. Sufficient weight in troops and armour will collapse the roof of the sinkhole and deposit the victims into the Trygon’s waiting claws. A Trygon’s greatest weakness is probably that it can be baited or misdirected while burrowing by the first tasty morsel to cross its path. A Trygon is also heavily armoured in shifting carapace plates that generate a bio-static charge as the creature moves. Known as a Bio-Electric Pulse1, this energy can be channeled into a sudden powerful arc that is strong enough to kill by exhaling an ionised spray from its gills.
-Ground Force-
Unit Name: Hierophant
Unit Size: 1
Unit purpose: Heavy shock troop, Bio-titan
Unit equipment: x2 Bio-cannons, Toxic spores, Scything claws
Number of Units in service:
Unit Description: A brood of Hierophants are likely to be at the forefront of a major Spawn attack. They are armed with massive bio-cannons, multiple claws and chitin blades, and armoured with a thick chitinous hide that exudes poisonous spores from rends in the plates. In addition, the creatures vulnerable belly region is protected by spiny tendrils which lash out at any enemy who gets too close. These tendrils are capable of impaling or strangling with incredible force. As a last defense, the Hierophant is equipped with poisonous sacks that exude a gas lethal to non-Spawn creatures.
Like all Spawn creatures, the biotitan seems to be able to mutate rapidly, evolving new weapons and defences. Other variants of the biotitan have been identified with huge crushing claws or long scything blades, cluster spines and other bio-weapons
-Ground Force-
Unit Name: Dominatrix
Unit Size: 1
Unit purpose: Command vessel
Unit equipment: Bio-morphs
Number of Units in service:
Unit Description: The Dominatrix (plural: Dominatrices, species name: Spawn praepotens) is a Spawn species which exerts a controlling psychic aura to bring lesser Spawn creatures under its will, allowing the swarm under its command to operate with uncanny efficiency and tactical ability. However, a Dominatrix is extremely rare and only seen in the most advanced Spawn swarms. A Dominatrix possess a large array of Bio-weaponary and packs a colossal mass, dwarfing that of an Imperial Super Heavy Tank. It has an intelligence akin to that of a mighty Hive Tyrant, and the link is has to the Hive Mind surpasses even the Hive Tyrant. A Dominatrix is a gargantuan composite creature of nightmarish proportions, equipped with ripping claws and fangs, and a stunning profusion of symbiotic weaponry. Dominatrices are the brood queens of the Spawn hordes, their children spawning into all the different Spawn species. Inside her are all the gene sequences of the galaxy's most lethal creatures, ready to be spliced and twisted by the Hive Mind. Because of the importance of a Dominatrix, which is also the most powerful link to the Hive Mind a horde has, they are strategic targets of the highest priority. Destroying a Dominatrix can decide whether a planet falls to the Hive Mind, or is saved.
-Ground Force-
Unit Name: Carnifexes
Unit Size: 2
Unit purpose: Heavy assault
Unit equipment: Bio-morphs
Number of Units in service:
Unit Description: Carnifexes excel at thunderous charges, where their immense bulk is used to crush or smash through any opponent or obstacle. They are not as swift as other Spawn creatures but their brute force more than makes up for this. A Carnifex's stampede takes time to build force as their incredible alien musculature strains to propel it forward. As it builds momentum and reaches top speed, the ground shakes with each stride of the monster and foes are scattered or trampled before it, only fortress walls or Super Heavy Tanks have any chance of surviving the ferocious impact. Most Carnifex kills registered come from high energy attacks—lascannon, plasma and melta weapon strikes to critical locations. Carnifexes can shrug off other small arms fire and even bolt gun hits with minimal loss of function. Carnifexes are not very intelligent and in fact have little self-awareness. They will revert to unthinking rampages of destruction if not constantly supervised and guided by the Hive Mind. All Carnifex species seem well able to adapt to extremes of environments from arctic cold to desert heat.
-Ground Force-
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http://images.wikia.com/earthseries/...hidianNest.gif
Unit Name: Orchidian Nest
Unit Size: 1
Unit purpose: Defense of nest and spreading of infection
Unit equipment: Acidic compound
Number of Units in service:
Unit Description: An error in nucleus merging led to the creation of an immobile organism - but one that was armored in a fantastically tough, defensive shell. The Orchidian Nest became the Spawn basic defense structure, having the ability to eliminate ground and airborne targets by ejecting acidic substances. It can transform into the Cactacian Nest and Droserian Nest forms
http://images3.wikia.nocookie.net/__...tacianNest.gif
Unit Name: Cactacian Nest
Unit Size: 1
Unit purpose: Defense
Unit equipment: Acidic compounds
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Unit Description: This new specialized form was also born of a chemical mistake - its main task is the elimination of ground targets in defense. Later mutations substantially intensified defensive shell resistance and the amount of caustic substance ejected. The Cactacian Nest is absolutely defenseless against aerial attack, due to its form.
http://images.wikia.com/earthseries/...tatianLair.gif
Unit Name: Cactacian Lair
Unit Size: 1
Unit purpose: Defense
Unit equipment: Acidic compounds
Number of Units in service:
Unit Description: Cactacian Nest modification enabling a more effective defence against hostile units equipped with neutralising armor against caustic substances. Genetic alterations to this unit enabled the introduction of a tougher protective shell - their lethal substance can then be injected directly into unprotected flesh after the first initial penetration of the enemy armor
http://images.wikia.com/earthseries/...serianNest.gif
Unit Name: Drosderian Nest
Unit Size: 1
Unit purpose: Anti-air
Unit equipment: Acidic compounds
Number of Units in service:
Unit Description: A structure that has been organically changed to allow it to perform as an anti-aircraft defence unit. The intensity of its protective layer was increased in order to improve its chances of survival. However, this resulted in smaller caustic secretion glands - but even this somewhat smaller amount of acidic emission is still enough to penetrate lightly armored air units.
http://images.wikia.com/earthseries/...serianLair.gif
Unit Name: Drosderian Lair
Unit Size: 1
Unit purpose: Apart from it's role in the defense against aircraft, it is also capable of distracting and destroying enemy missiles.
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Unit Description: Advanced form of a Droserian Nest - attacks and nullifies incoming rocket missiles. It is also capable of harnessing the abundant psi-energy within creep to create spheres of energy that acts as a temporary shield for the nest.
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A former pregnant woman and her unborn child.



Martians ships are all rugged, somewhat crude but sturdy. While lacking in long distance speed, they keep a steady course and can take a beating, both from the neighboring asteroid belt and it's perils and heavy fire. The cargo ships in particular were produced from modified blueprints of the infamous convict ferry ships, which used to carry huge masses of ill fed convicts on voyages to Mars. They can carry a large haul and can hold up in a fight.
] Martian battleships were formed out of the convict escorts, which are somewhat faster then your ordinary cargo ship, but lack the speed of most other conventional military space craft. However, Martian battleships are heavily armed juggernauts that can take an extreme beating and deliver a massive punch. What they lack in speed they certainly make up in armour and firing power. Martians aren't exactly uniform in their ship design and you'll find many different versions, customizations and builds of ships, but they mainly ascribe to this design.
Abraham is a cyborg who was a former SDI strike team leader, who patrolled actively with a unit. During one interception of an alien craft, he and his team boarded the ship. The Aliens were waiting in ambush however, and most of his team was killed. He managed to fend them off, and he found out the ship had weapons hidden inside it, no doubt this ship was intended for raiding. He managed to fight his way to the ship controls, and he cleared the entire ship of aliens. But during the process he was exposed to psychological weaponry, the cyborg having had his circuitry and his mental stability severely harmed in the process. The other strike team on the patrol evacuated him and salvaged the ship, and he was awarded as a hero for single handedly neutralizing the threat. He was physically repaired, but he was showing symptoms of depression and psychosis, and his commanding officer dismissed him on account of mental instability and fatigue, and he was stationed on what was then the backwater of Mars. However, when the Ares plague occurred and the resulting Mars crisis, he managed to rescue a small group of civilians and herd them out of the city, where they survived in a small outpost out in the wastes of Mars for close to a year, undetected. People were becoming sick and dying of lack of supplies, and Abraham was beginning to panic. He encountered Sarah Scarlet, a raider, and she helped the remaining survivors and himself back to the stockade, after he had helped defend her from a mutant pack. He has a protective, somewhat paranoid personality and he holds the values of the SDI tightly with him, the vow to protect the citizens of Sol embedded closely. He is Sarah's security, and primary means of reconnaissance.
Oleg was originally from Ulyanovsk, a region on Earth that had been a conflict zone off and on for numerous years, with former Russian government troops fighting the UEL. He was a legendary marksman, having been known to operate in the urban districts, picking off UEL officers. His organization was slowly being subdued however, and the remnants were splitting away to the newly formed ZLR. Oleg decided to disguise himself, and to do so he cut out his own eye and replaced it with a cybernetic replacement. He then, through various colleagues, obtained false identity, however something slipped and UEL agencies found out about his operation but could not pinpoint his exact location. To escape from being hunted down and killed, he decided his only way out was to be sent to Mars as a prisoner to avoid being tracked down. He managed to sneak into a prison loading bay, and he boarded the ship disguised as a convict, and managed to escape the UEL agencies. When he arrived on Mars he immediately set about gathering contacts and gathering favors from people. He encountered Sarah Scarlet, losing money on a bet against her. He went up to her, slightly amused after the fight and after a tussle the two seemed to catch each others attention. Oleg, seizing his chance joined up in Mad Dog's insurrection during the Ares plague crisis, and he fermented his loyalties to Sarah. Oleg serves as a "confidant" and as a Marksman and technician for Sarah's band.
Laura was born on Mars, having grown up in The city of Ares. She is fascinated by explosives, and when her father, an immigrant to Mars, hailing from the former UK, was arrested by the UEL on suspicions of ZLR related terrorism, she went rogue and started to conduct bombings on the UEL pipelines. She was sent to the Stockade, then she met Sarah Scarlet. Sarah was a troublemaker like herself, and the two seemed to have had many things in common. They both paired up to survive and he became Sarah's closest friend. Laura joined up with Mad Dog's rebellion, using her skill with explosives to blow up all the security measures keeping the convict forces in her district from advancing. Laura serves as the demolition's expert and mechanical head of Scarlet's band.



ascending to the role of <Exalted Ruler> approximately five hundred years ago. They are thought to have arranged a tentative military alliance with two others <Exalted Rulers>, taking advantage of
uniting of several prominent <war leaders> who commanded their armies. It was essentially a strong-armed alliance, as neither of the two <lands> would have lasted long with most of their forces having defected to join the rising <war leader>.
will finally do away with <Exaltation> and simply declare himself <Sole Ruler>, although if he dies first it is thought all three <lands> will split and war will begin again.
is amongst the youngest of the Exalted Rulers at the age of 500 years. They rule the fewest cities of the lands, which is the weakest of the three, and they have a bitter rivalry with the other two <Exalted Rulers>. In recent times, as the most powerful of the <Exalted Rulers> has fallen on hard times, and doubts begin to rise as to their leadership abilities,
. A secretive ally of <Exalted Ruler>
the last of the three <Exalted Rulers>, they maintain a neutral, yet distant relationship with the others. They are indifferent to the current crisis, and is simply more concerned with attending to his subjects. However, they do indeed have hidden fears regarding the bitter second <Exalted Ruler>, and whether they intend to carry out their sinister plans for Lerna.
- Something of a <trailblazer>, never staying for long in one spot. They are a fairly prominent philosopher and naturalist explorer, having a small and dedicated group of followers and idealists who support them. Well known for their <zeal>, passion for exploration and taking in all that life has to offer. In essence, they are a prototypical bardic adventurer.
- They are a
, the closest analogy in human culture being the prototypical black knight, with a healthy dose of rape and serial murder thrown in. They were a visionary <forger>, a rising star throughout all of <Lerna> known for their innovation and technique when working the <forge farm fields>. However, they decided to use their talents for <grand betrayal>, having discretely murdered dozens of fellow workers in gruesome manners, leaving their bodies to drift before eventually being caught in the act. They fled, and have been striking at the edges of
. It is grown both agriculturally and industrially. Using the energy-gradient and specialized ecosystem centered around hydrothermal vents on the moon's surface, <Lernaeans> have developed a high degree of mastery over their agricultural technique within an estimated period of nearly a hundred thousand years. Crop can be modified in order to produce specific products, such as chitin or aragonite shells, along with membranes or musculature. These crop can be grown in numerous shapes and sizes, ranging from macroscopic to utterly gargantuan. This crop is exploited using the native species' unique, parasitic physiology that allows them to directly control the organic functions of whatever crop is produced. In this way, crop can be assembled in a mix-and-match fashion to create highly complex structures which are used in everyday life on Europa. 
