I absolutely love the idea for this RP. I know we already have insectoids, but I think that the Kenris would work perfectly for this kind of RP setting.
Simple creatures, they are an extension of the Queens mind. They are built to build, dig and do all of the meanial labour of the hive
General guards of the hive. Their equivalent of the Police. Not as strong as the military drones, but they work well enough. Each has access to the entire knowledge of their hive, giving them almost complete surveillance of their hive at any time. They have 4 arms and 4, insect-like wings. They are all armed with a pair of sything claws, for upper arms, and a bio-blaster in their lower.
Hatcher Queens are the ones that birth the Hives residents. They also work as router-hubs for all of the information that is relayed to the Empress. They sort out all of the smallest of details, whilst leaving the bigger decisions to the Empress. Almost all of the Civilian Kenris are born out of eggs. But the Military ones and the Royal Guard are born from Hatcher Pods (See Military section for more details)
These are the unholy offspring of hatred and death. They are 20 foot tall unstoppable killing machines that are built for 1 purpose and 1 purpose only, protect the Empress. They are armed with large, diamond hard blades on their upper arms, rapid fire Biocannons and can attack with an acidic firebreath. They feel no sympathy or forgiveness. Mercy is not a concept to them. If the Empress or the Hatcher Queens label you as a target, the only advice is to throw yourself off the closest high ledge, or out an airlock. At least then, you will get a nice view before you explode due to High velocity impact/explosive decompression.
Don't try killing them, either. Not unless you are going to take down the whole hive there and then. Their successors will be hatched after a day, and said successor will be designed to eliminate any weakness that you exploited to kill it. Meaning that anybody going on a followup mission will have a MUCH harder time of it.
They guard the Empress' and Hatcher Queens.
Biology: They use no technology, They have very little use for it. Anything that something mechanical can do, they have bio-organisms that can do the job just as well. Their entire hive runs on Biology, not technology. Everything is biological, from their Vessels to their vehicles to even their simple door-chimes. Nothing is mechanical.
Military Structure:
United Kenris Hiveminds
The Kenris are a hive-minded Insectoid species that work similarly to bee's. They create hives and then collect the resources of the planet to use as they please. In return, their natural waste (Be it excrement, dead bodies, and just the natural nutrients that they themselves cannot use) is hyper-fertile to the soil. Within 5 years, a Kenris hive can transform an all but dead world into a thriving paradise of plant-life. Before the disaster, many species actually invited them to create hives on their farming worlds. They are a reclusive species, although. Choosing a path of "Leave us alone and we'll leave you alone." That being said, they use very few minerals of a planet, utilizing Biology instead of technology. So, a Kenris Hive is usually stockpiled full of vast quantities of metals, ores and jewels. the stockpile rooms became known as "Dragon Hoards" These metals are usually taken by new Hiveships, in order to barter for allowing them to build a new hive on a planet. Each Empress is her own Hive-Mind.
Currently, none. There is a single hiveship that is looking for a home.
The entire species is hive-minded. Debate is only ever between The Hive-Minds and The Thoughtwalkers. Although, the Hive-Minds always have the last word. Anything lower follows any order without question.
The Hivemind is broken down into 4 main neural pathways of command, sending 4 different kinds of commands at once, which corresponds to the 4 lobes of an Empress' brain. "Combat" "Infrastructure" "Procreation" "Regeneration"
Combat is the neural pathway that is dedicated to fighting, all battle commands go through the Combat pathways.
Infrastructure is for building. Creating new parts of a hive, sorting out mining operations and mining schedules.
Procreation is only for the Queens, telling them what kind of new drone is required and when they are needed.
Regeneration is all about the Sleep Cycle, as well as recovering and healing injured drones and Bioships
The Hivemind is broken down into 4 main neural pathways of command, sending 4 different kinds of commands at once, which corresponds to the 4 lobes of an Empress' brain. "Combat" "Infrastructure" "Procreation" "Regeneration"
Combat is the neural pathway that is dedicated to fighting, all battle commands go through the Combat pathways.
Infrastructure is for building. Creating new parts of a hive, sorting out mining operations and mining schedules.
Procreation is only for the Queens, telling them what kind of new drone is required and when they are needed.
Regeneration is all about the Sleep Cycle, as well as recovering and healing injured drones and Bioships
An Empress is usually custom-designed for the planet that she is to be sent to. She'll be born with an appearance that is physically appealing to the natives. As such, almost every Empress looks different. But they all contain the vast psionic abilties that are associated with hive-minded creatures.
Simple creatures, they are an extension of the Queens mind. They are built to build, dig and do all of the meanial labour of the hive
General guards of the hive. Their equivalent of the Police. Not as strong as the military drones, but they work well enough. Each has access to the entire knowledge of their hive, giving them almost complete surveillance of their hive at any time. They have 4 arms and 4, insect-like wings. They are all armed with a pair of sything claws, for upper arms, and a bio-blaster in their lower.
Hatcher Queens are the ones that birth the Hives residents. They also work as router-hubs for all of the information that is relayed to the Empress. They sort out all of the smallest of details, whilst leaving the bigger decisions to the Empress. Almost all of the Civilian Kenris are born out of eggs. But the Military ones and the Royal Guard are born from Hatcher Pods (See Military section for more details)
These are the unholy offspring of hatred and death. They are 20 foot tall unstoppable killing machines that are built for 1 purpose and 1 purpose only, protect the Empress. They are armed with large, diamond hard blades on their upper arms, rapid fire Biocannons and can attack with an acidic firebreath. They feel no sympathy or forgiveness. Mercy is not a concept to them. If the Empress or the Hatcher Queens label you as a target, the only advice is to throw yourself off the closest high ledge, or out an airlock. At least then, you will get a nice view before you explode due to High velocity impact/explosive decompression.
Don't try killing them, either. Not unless you are going to take down the whole hive there and then. Their successors will be hatched after a day, and said successor will be designed to eliminate any weakness that you exploited to kill it. Meaning that anybody going on a followup mission will have a MUCH harder time of it.
They guard the Empress' and Hatcher Queens.
There are many types of drones for Military purposes, but these are the ones that you see around the hive. For the military ones. Go to the Military section.
They have no culture to speak of. They simply work to the betterment of their colony. They mainly just adopt into the hive, traits of the surrounding civilization. They usually play music into their hives from the culture of the planet, they will sometimes create replica's of famous pieces of art. On some worlds, they actually have a sports team that competes with the others on the planet.
Cultural development sometimes happens if one of the Thoughtwalkers of the hive had a particular affinity to something before they were assimilated. The Thoughtwalkers may sometimes give the drones of the hive a desired to gain items of similar stature to the Thoughtwalkers desire, be it paintings, sculptures, music or other forms of culture. Some hives are even known to be... Hedonistic...
Cultural development sometimes happens if one of the Thoughtwalkers of the hive had a particular affinity to something before they were assimilated. The Thoughtwalkers may sometimes give the drones of the hive a desired to gain items of similar stature to the Thoughtwalkers desire, be it paintings, sculptures, music or other forms of culture. Some hives are even known to be... Hedonistic...
Only one. The Hive Mind created what it called The Thoughtwalkers. The Thoughtwalkers are creatures that the hivemind assimilates into their fold. Their assimilation grants them a unique abilites, most of which are unique to the individual. They operate independently from the Hive Mind, in order to come up with the highly illogical strategies that work for sentients so well. Most look like regular members of their native species, however, some that are augmented gain defining characteristics.
Nobody is entirely sure where they came from. They have no real unified government, they are nomadic, like many insects. Their civilization started on the planet of Kenri. Kenri was a planet where 2 different civilizations managed to sprout. The Kenris and the Kenradi. The Kenradi were a Tauran species. The two civilizations originally kept to themselves, the Kenris taking the underground, while the Kenradi had the surface. Although the Kenradi believed that they were getting the better deal, it turned out to be their downfall. The Kenradi were the first to fall to an invasion from a species called The Triffars. The Triffars were a plant-species that quickly destroyed Kenradi civilization. Those who survived were forced underground, where the Kenris were, and were quickly assimilated. The Kenris and Triffars waged war for over a century, until eventually, the hive-mind managed to create a Hiveship, which broke through the surface of the planet, and began to make for the stars. They settled down on another planet filled with Techno Barbarians. The Barbarians were an illogical species of marauding raiders. Naturally, the war was brutal. The Kenris were unable to work out how to, logically, fight a species that could not be understood on Logical grounds. They managed to capture the queen of the species and assimilated her into the hive mind.
This was when they found out that her chaotic mind was an incredibly powerful one... She dominated the Hive-mind and became the first Empress of the hive. She convinced her species to be assimilated and then set out to spread the Kenris over the entire galaxy. Their Biotechnology allowed them to settle on any planet they wished.
This was when they found out that her chaotic mind was an incredibly powerful one... She dominated the Hive-mind and became the first Empress of the hive. She convinced her species to be assimilated and then set out to spread the Kenris over the entire galaxy. Their Biotechnology allowed them to settle on any planet they wished.
Well, the first thing that happened was that almost all of the crew shrivelled up and died. The only one left was the new, young Queen. She had no idea what to do. As such, her mighty vessel intends to find the first planet it can and try to start a new, sustainable colony.
Biology: They use no technology, They have very little use for it. Anything that something mechanical can do, they have bio-organisms that can do the job just as well. Their entire hive runs on Biology, not technology. Everything is biological, from their Vessels to their vehicles to even their simple door-chimes. Nothing is mechanical.
FTL-Gland: Their vessels are grown with a special gland that allows them to compress and stretch the very fabric of space. Whereas most ships use a special device to do this, the bioships can do this psionically.
Controlled Hallucinations: By utilizing a gland similar to the FTL-gland, the psionics can create pretty much anything for a person, and they won't be able to tell the difference. (Think Holodecks from Star Trek)
Matter-Teleporter: Matter Teleporters allow them to be broken down at the atomic level and transported over great distances, before being reassembled. These pieces can pass through anything, but strong energy fields.
Bio-electric Energy Field Glands: They have managed to develop Bio-Electric energy fields for some of their biggest creations. These fields are able to deflect energy beams, as well as solid objects. These are also the same energy fields that they use as weapons aboard their bioships.
Portable Psionic Interface: Small worm-like creatures. They wriggle into the ears of other races, and are able to grant them access to the hives Psionic communications. Unintentionally, it also allows those who have it in their ear to understand almost any form of communication given to them. (Think of it as a Babel-fish)
Fighter Spores: Giant pulsating sacks that are all over the hulls of their bioships. When they fall under attack, the sacks break, ejecting Biofighters Although not very powerful alone, they can easily swarm enemy vessels. They are equipped with pulse-bio-plasma guns, as well as a hunger for metal. They will sometimes clamp onto a larger vessel and start eating it.
Bioneural interface: Their vessels are entirely biological. Although an Empress or Hatcher Queen may control them with nothing but her mind, lower members of the hive need Bioneural interfaces, allowing them access to control of the ships. These take the form of pools of slime, which they place their hands inside of. This links them to the ship. These are mainly used by Thoughtwalkers
Controlled Hallucinations: By utilizing a gland similar to the FTL-gland, the psionics can create pretty much anything for a person, and they won't be able to tell the difference. (Think Holodecks from Star Trek)
Matter-Teleporter: Matter Teleporters allow them to be broken down at the atomic level and transported over great distances, before being reassembled. These pieces can pass through anything, but strong energy fields.
Bio-electric Energy Field Glands: They have managed to develop Bio-Electric energy fields for some of their biggest creations. These fields are able to deflect energy beams, as well as solid objects. These are also the same energy fields that they use as weapons aboard their bioships.
Portable Psionic Interface: Small worm-like creatures. They wriggle into the ears of other races, and are able to grant them access to the hives Psionic communications. Unintentionally, it also allows those who have it in their ear to understand almost any form of communication given to them. (Think of it as a Babel-fish)
Fighter Spores: Giant pulsating sacks that are all over the hulls of their bioships. When they fall under attack, the sacks break, ejecting Biofighters Although not very powerful alone, they can easily swarm enemy vessels. They are equipped with pulse-bio-plasma guns, as well as a hunger for metal. They will sometimes clamp onto a larger vessel and start eating it.
Bioneural interface: Their vessels are entirely biological. Although an Empress or Hatcher Queen may control them with nothing but her mind, lower members of the hive need Bioneural interfaces, allowing them access to control of the ships. These take the form of pools of slime, which they place their hands inside of. This links them to the ship. These are mainly used by Thoughtwalkers
Military Structure:
Hiveship:
Resembling the great Arkwhales that used to roam deep space, these Hiveships are huge, they are essentially self contained hives and are considered the apex of biological evolution. They are mounted with large bio-plasma destructors, capable of taking down capital ships with few shots.
The Hiveships stay in orbit after the hives have been placed on a planet, they serve as an orbital station for the Hive. Inside of them, defense ships are grown to protect the hive from Orbital Invasion.
Bio Battleship:
Resembling a giant version of the old Manta Rays, these Bio Battleships are mounted with extremely heavy armament. Although they are not terribly fast.
Biocruiser:
The main combat vessels in their fleet. Armed with Heavy Bio-plasma cannons and pulse-bio-plasma guns. They aren't the most weavily armed vessels, but they are faster than the average cruiser.
Biodestroyer:
Smaller, faster attack ships.
Biocarrier:
Essentially, they are giant, Spore carriers. They have a large growing sack on their underneath that is filled with Fighter Spores. They carry minimal armament.
Spore-Pods:
Giant pods that are deployed to planets in order to transport their heavy combat units. Rarely used, as there is almost no need to be able to drop a combat unit from orbit.
Resembling the great Arkwhales that used to roam deep space, these Hiveships are huge, they are essentially self contained hives and are considered the apex of biological evolution. They are mounted with large bio-plasma destructors, capable of taking down capital ships with few shots.
The Hiveships stay in orbit after the hives have been placed on a planet, they serve as an orbital station for the Hive. Inside of them, defense ships are grown to protect the hive from Orbital Invasion.
Bio Battleship:
Resembling a giant version of the old Manta Rays, these Bio Battleships are mounted with extremely heavy armament. Although they are not terribly fast.
Biocruiser:
The main combat vessels in their fleet. Armed with Heavy Bio-plasma cannons and pulse-bio-plasma guns. They aren't the most weavily armed vessels, but they are faster than the average cruiser.
Biodestroyer:
Smaller, faster attack ships.
Biocarrier:
Essentially, they are giant, Spore carriers. They have a large growing sack on their underneath that is filled with Fighter Spores. They carry minimal armament.
Spore-Pods:
Giant pods that are deployed to planets in order to transport their heavy combat units. Rarely used, as there is almost no need to be able to drop a combat unit from orbit.
Light Combat Drone:
6 foot tall, these are the footsoldiers of the Kenris. They are armed with a single Bioplasma gun on one arm and a clawed hand for melee combat. They are very strong, each able to lift up to 500lbs.
Heavy Combat Drone:
8 foot tall and covered from head to toe in dense, chitin armour and carrying a very dense chitin shield. They also carry a heavy bio-plasma cannon. These are breaching units.
Aerial Assault Drone:
These creatures are only about as strong as the average humanoid and only about 4 foot long, but they have sharp claws and can fly at 50MPH. Attacking in swarms, they can easily overrun infantry that are out in the open.
Strafer Drone:
Strafer Drones are 10 foot long flying creatures armed with a pair of Bio-plasma guns and can spit bio-plasma bombs. Designed for strafing runs on a battlefield.
Aerial Dominator Drone:
At almost 40 feet in length, the Dominator Drone is an aerial monstrosity. It is armed with giant crushing claws, capable of ripping the average fighter in half, as well as Acidic fire breath.
Scorpion Fighting Drone:
The Scorpion Drone is deadly at any point on it. At roughly 15 foot long, armed with a lot of teeth and scything claws at one end, and a bio-plasma cannon at the end of their tails, these are frontline creatures.
Artillery Drone:
Artillery Drones are huge creatures, they are covered with spikes, each spike acting as a heat-seaking spike that can be fired by the creature over long distances, these mainly work as anti-aircraft, but it also is able to create bio-plasma bombs in its mouth and then spit it over 10 miles.
Tunneller Drone:
A flying target is almost impossible to hit with conventional weapons... One that is underground is actually impossible. These creatures strike unseen with their powerful claws and lightning fast bodies. They can pop up underneath a heavily fortified location and quickly deal with any resistance.
6 foot tall, these are the footsoldiers of the Kenris. They are armed with a single Bioplasma gun on one arm and a clawed hand for melee combat. They are very strong, each able to lift up to 500lbs.
Heavy Combat Drone:
8 foot tall and covered from head to toe in dense, chitin armour and carrying a very dense chitin shield. They also carry a heavy bio-plasma cannon. These are breaching units.
Aerial Assault Drone:
These creatures are only about as strong as the average humanoid and only about 4 foot long, but they have sharp claws and can fly at 50MPH. Attacking in swarms, they can easily overrun infantry that are out in the open.
Strafer Drone:
Strafer Drones are 10 foot long flying creatures armed with a pair of Bio-plasma guns and can spit bio-plasma bombs. Designed for strafing runs on a battlefield.
Aerial Dominator Drone:
At almost 40 feet in length, the Dominator Drone is an aerial monstrosity. It is armed with giant crushing claws, capable of ripping the average fighter in half, as well as Acidic fire breath.
Scorpion Fighting Drone:
The Scorpion Drone is deadly at any point on it. At roughly 15 foot long, armed with a lot of teeth and scything claws at one end, and a bio-plasma cannon at the end of their tails, these are frontline creatures.
Artillery Drone:
Artillery Drones are huge creatures, they are covered with spikes, each spike acting as a heat-seaking spike that can be fired by the creature over long distances, these mainly work as anti-aircraft, but it also is able to create bio-plasma bombs in its mouth and then spit it over 10 miles.
Tunneller Drone:
A flying target is almost impossible to hit with conventional weapons... One that is underground is actually impossible. These creatures strike unseen with their powerful claws and lightning fast bodies. They can pop up underneath a heavily fortified location and quickly deal with any resistance.