*This is going to be a mix of movies, game, RPG, and T.V.
series versions of the Arachnids. When cannon conflicts that T.V. series, then
movies win out.Credit goes to people who did pictures.
The Arachnids are the original Swarm faction, the guys that predate even the Xenomorphs, who played a role in inspiring the Tyranids and the Zerg. These are the Bugs of Starship Troopers, with numerous strains and breeds all adjusted to one thing; fighting. Now they seek to conquer the other factions of the tournament, growing in power and prestige as the move ever onwards towards victory.
The Bugs have absolutely phenomenal
reconnaissance, utilizing a wide variety of units and tactics to find out more
about their enemies. They have two specialized variants of recon bugs that look
like dragonflies and cockroaches respectively that are used to infiltrate enemy
bases and find out what they know, transmitting information to the brain bugs
via telepathy. Once the enemy is
identified they will send specialized spiders to capture foes and bring them
back to base for “interrogation” (done by the Brain Bugs, which invariably leads to results). After
that the multitude of infiltration and assassin bugs will attempt to take down
or subvert the enemy chain of command, sparking chaos, confusion and terror in
the enemy. This is why despite their appearance the Arachnids are absolutely
phenomenal at reconnaissance.
Name: Warrior Bug
Weapon Type:
Mandibles
Armor Type:
Exoskeleton
Mobility: 5
Training: 5
Max Range:
Lunging
Preferred Range:
Melee
Classification:
What is its purpose? Standard Grunt is fine.
--Basic Description:
Warrior bugs are four-legged bugs approximately two to three meters long and
are colored as to the terrain, such as desert warriors will be tan with black
and yellow stripes. The Warrior Bug is the basic grunt of the Arachnid species,
and by far the most common variant. It is built solely for close quarters
combat, and possesses hardened exoskeleton and mandibles that would enable it
to get close.
--Loadout:
- Ranged: None
- Melee: Mandibles : Because it is built entirely for melee, the
warrior bug is quite formidable in close quarters. Its two main mandibles can
combine to crush rock and metal between them, as well as whatever unlucky limb
gets in the way. Its “side mandibles “ are great for stabbing and slashing,
while its legs are sharp enough to where it can also be used in the same fashion
- Defense: Durability and Exoskeleton:
The Warrior Bug has a very tough exoskeleton, able to take whole massed
(imprecise ) volley fire before succumbing after many clips were expended. In
fact it can take so many clips that the Federation command directed their
troops to shoot the limbs off, as they were wasting too much ammunition. Even
with that it can survive after 3 even 4 limbs are ripped off, and continue to
fight with 86% efficiency even if one is taken away!
The Tiger Bugs are a stronger variant of the Warrior Bugs.
They are much more aggressive and have chitinous armor plates, rendering it
completely immune from weapons with poor piercing capabilities, such as many
Federation Assault Rifles, forcing humans to rely on high impact weapons to
take them down. Tiger Bugs come in two different sub-variations :
--Tiger Spit: The Tiger Spit still has a
physical shape similar to Tiger bugs except for the lower jaw, which lacks a
hook that the former two bugs have, and their glowing green color. The Tiger
Spit attacks with its front legs, mandibles, and raptorial legs; most often,
this bug attacks at a distance by spiting acid at its enemies, which is what it
was bred for.
--Tiger Shard: Another breed of the
Tiger, the Tiger Shard has roughly the same physical shape as Tigers, but the
Tiger Shard has maroon, yellow, and blue markings along with many spines on its
body. Tiger Shards can attack with their front legs, mandibles, and raptorial
legs, but like the Tiger Spit, this bug often attacks at a distance, though it
is easily provoked into a charge. Unlike the Tiger Spit the Tiger Shard fires
darts of solidified plasma instead of acid, usually only firing these at close
distance.
--Additional Factors:
- Cannon Fodder:
These units are often used as cannon fodder, such as instances where their dead
was used to create a giant bridge of bodies and when they were used to clear
mind fields. These are also the most easily reproduced unit.
- Burrowing: Like
many bugs, these warriors can burrow and travel behind other specific tunneling
bugs.
- Basic Tactics:
Warrior bugs have sufficient knowledge of basic tactics when swarming proves
inefficient, including basic trap making and separating individual units from
their group.
-Weakness: Firing
at the Nerve Stem will disable it pretty quickly, though many factions wouldn’t
know that immediately.
- Fearless: In
most battles the Warrior bug is utterly fearless in regards to its own life.
Weapon Type: Acid-Flamethrower
Armor Type: Chitin
Mobility: 6 (can climb cliffs)
Training: 5
Max Range: 40 feet
Preferred Range: 30
feet
Classification: Anti-building/armor
--Basic Description:
Blister Bugs are designed to be used in conjunction with other infantry to take
out fortifications. Standing at around
10 feet tall, they use highly corrosive acid to take down infantry, armor and
building alike.
--Loadout:
- Ranged: Acid Spray
Blisters have a huge gaping maw from which they can spew a
powerful, corrosive green liquid which can be used to attack directly or
dissolve walls and equipment. Though it is fairly short ranged, even Marauder
armor can evaporate under its attacks. It takes a few seconds to reload.
- Melee: Claws:
The Blister Bug has two claws for close quarters, but it
mostly relies on its acid spray.
- Defense: Chitin:
These have warrior
level chitin, though their mouths are vulnerable.
-Special:
--Additional Factors:
- Support: Blisters
are often encountered alongside Warrior Bugs, who cover the Blisters until they
get in range.
- Small Unit:
Unlike the Blaster bug that masses, these bugs come to battle in either small
groups or alone.
- Burrowing : Like
most Arachnids they can burrow.
Weapon Type:
Artillery-flamethrower
Armor Type:
Chitin
Mobility: 4
Training: 5
Max Range: 1,000
meters!
Preferred Range:
1,000 meters!
Classification:
Artillery-Flamethrower
--Basic Description:
Adapted specifically for the planet Tophet, Blaster Bugs extract heat from
their surroundings and ignite a bio-chemical reaction in their pro-thorax,
releasing an energy wave which can easily burn through a Power Suit.
--Loadout:
- Ranged:
Heat Blast: The Arachnid Blaster Bugs can draw heat from their
surroundings to ignite a biochemical reaction in their prothorax, focusing it
into a blast of heat hot enough to melt rock and turn sand to glass. They can
fire two powerful shots per minute.
A swarm of Blaster Bugs firing off in synchronized bursts
can create a massive wall of fire, burning at temperatures exceeding 1,000°
Celsius (1,830 °F) incinerating targets at 1,000 meters (3,280 feet) distance.
- Melee: Claws:
Like the Blister Bug the Blaster has claws for close
quarters, though it rarely uses them.
- Defense: Chitin, Heat Shield (massed)
Blaster Bug swarms generate enough residual heat
collectively to form a dome-shaped heat shield capable of destroying incoming
weapons fire and missiles. This is only available when massed though, and they
are vulnerable to explosive charges.
-Special: Explosion:
When destroyed they explode in a chemical explosion that
takes out whatever is near it.
--Additional Factors:
- Burrowing:
Virtually everything in the Arachnid unit list can burrow
- Heat/Fire
Resistance: Obvious given what they use.
- Massed: Due to
the heat shield, the bugs like to mass these units.
- Uncommon:
Weapon Type: Flamethrower
Armor Type: Light
Chitin
Mobility: Young 8, At Age 3
Training: 5
Max Range: 10
meters
Preferred Range: 10
feet .
Classification: Multiplying
Flamethrower
--Basic Description:
Firefries are parasitoidic Bugs that are birthed from other
lifeforms infected with their spores. They are small Bugs similar to fireflies,
but actually on fire. As they age, firefries grow to the size of warrior bugs,
lose the ability to fly, and spit fire like a flamethrower. The adult version
is 7 feet, while the baby is 6 inches.
--Loadout:
- Ranged: Firefries have a short range
flamethrower that, while not as hot as the Blaster Bug’s, is still quite
formidable. Baby Fireflies too can breathe a small stream of fire.
- Melee: Body Heat/ Pincer
Body Heat: The bodies of baby Firefries glow constantly and
are hot enough to burn objects simply by touching them.
The adult has a pincer-like tail.
- Defense: Chitin
-Special: Implantation:
Fireflies reproduce by implanting spores in a host’s body.
Within a few hours dozens if not hundreds of baby fireflies pop out, wreaking
havoc on any forces nearby and destroying the host. It takes but a few hours
for baby fireflies to grow to adulthood.
--Additional Factors:
- Can’t Burrow:
-Role: Cheap, massed
cannon fodder; havoc-inducing unit
Weapon Type:
Various
Armor Type: Light
armor
Mobility: 3
Training: 3
Max Range: Assault
Rifle
Preferred Range: Assault
Rifle
Classification: Mind-Controlled
Slave Servants
--Basic Description:
The Skinnies are not part of the Arachnid Swarm, they are a species mind
controlled by the Arachnid control bugs. They wield a bizarre assortment of
weaponry and are the smartest of the basic infantry.
--Loadout:
- Ranged:
Skinnie Constrictor Gun: This is a standard issue Skinnie weapon,
shoots blobs of blue goo which rapidly contract around their targets until
their victims suffocate or burst internal organs.
-The Boneshard Rifle is a poisonous paralysis-inducing needle-firing Skinnie weapon, considerably more powerful compared to the Boneshard Pistol. A long barrel fit with two additional conductor nodes provide the motive energy needed to fire boneshard needles over a great distance with excellent accuracy and effectiveness.
The chemical makeup of the needles fired by the Boneshard Rifle are unknown, but a detailed analysis of a recovered rifle found them to be made of a brittle substance thought to be Skinnie bones. Intelligence suggests that the ammunition is organically manufactured and injected with the toxin they deliver during this process. On impact with flesh, the boneshard quickly dissipated, and the toxin is dispersed throughout the affected object, immediately causing spasms in the eyes and facial muscles. This induces temporary blindness for several hours or even days. The more toxin pumped in, the more lethal it becomes.
-The Boneshard Pistol is a small sidearm used by Skinnies. The weapon fires a poisonous, paralysis-inducing needle which vaporizes on impact. The Boneshard Pistol is only moderately accurate, and suffers from a very short range and minimal battlefield use. Boneshard Pistols are generally only used by higher-ups in the Skinnie hierarchy, and only rarely used by Skinnie warriors on the field.
-Light Neural Beamer: An energy amplification and redirection weapon, the light neural beamer uses mental energy in an unknown process. The transfer coils at the end of the weapon collect these thought waves and project them into the minds of its wielder’s targets. These weapons are amazingly accurate at short ranges but in their compact form as pistols they cannot sustain a beam for long. Anyone struck by a light neural beamer becomes dazed for several minutes or even hours, which can be deadly on the battlefield. If a target is hit by a neural beamer while dazed by a previous beamer strike, the target becomes unconsciousness for atleast 4 hours. This comatose state is very deep and nothing short of physical damage can awaken the target.
-Neural Beamer: A much heavier version of the light neural beamer, this model has a number of enhancements, including a greater wavelength resulting in a longer range, a larger neural capacitor for more field time before recharging and the ability to overcome the smaller weapon’s limitation on long range fire.
-The Boneshard Rifle is a poisonous paralysis-inducing needle-firing Skinnie weapon, considerably more powerful compared to the Boneshard Pistol. A long barrel fit with two additional conductor nodes provide the motive energy needed to fire boneshard needles over a great distance with excellent accuracy and effectiveness.
The chemical makeup of the needles fired by the Boneshard Rifle are unknown, but a detailed analysis of a recovered rifle found them to be made of a brittle substance thought to be Skinnie bones. Intelligence suggests that the ammunition is organically manufactured and injected with the toxin they deliver during this process. On impact with flesh, the boneshard quickly dissipated, and the toxin is dispersed throughout the affected object, immediately causing spasms in the eyes and facial muscles. This induces temporary blindness for several hours or even days. The more toxin pumped in, the more lethal it becomes.
-The Boneshard Pistol is a small sidearm used by Skinnies. The weapon fires a poisonous, paralysis-inducing needle which vaporizes on impact. The Boneshard Pistol is only moderately accurate, and suffers from a very short range and minimal battlefield use. Boneshard Pistols are generally only used by higher-ups in the Skinnie hierarchy, and only rarely used by Skinnie warriors on the field.
-Light Neural Beamer: An energy amplification and redirection weapon, the light neural beamer uses mental energy in an unknown process. The transfer coils at the end of the weapon collect these thought waves and project them into the minds of its wielder’s targets. These weapons are amazingly accurate at short ranges but in their compact form as pistols they cannot sustain a beam for long. Anyone struck by a light neural beamer becomes dazed for several minutes or even hours, which can be deadly on the battlefield. If a target is hit by a neural beamer while dazed by a previous beamer strike, the target becomes unconsciousness for atleast 4 hours. This comatose state is very deep and nothing short of physical damage can awaken the target.
-Neural Beamer: A much heavier version of the light neural beamer, this model has a number of enhancements, including a greater wavelength resulting in a longer range, a larger neural capacitor for more field time before recharging and the ability to overcome the smaller weapon’s limitation on long range fire.
-Skinnie Concussive
Gun: Shoots a debilitating energy field which can temporarily short out electronics
such as a power suit.
- Melee: Skinnie Shock
Staff:
The Skinnie equivalent of a Shock Stick, only deadlier and
designed for prolonged use.
- Defense: The Skinnies are shown to wear
some ceramic looking armor, though the armor’s
durability is unknown.
durability is unknown.
-Special: Skinnie Mine:
A highly charged explosive which is difficult to detect once
it has been buried since the Skinnies use little or no metallic parts in its
construction.
--Additional Factors:
-Rarity: The
Skinnies can’t breed like the bugs are bred, and will be much rarer.
- Mind Controlled: Currently
the skinnies as a race have been forcibly mind controlled by the Arachnids, and
will fight for them. However should someone find this out and remove these mind
control devices (control bugs) then the Skinnies will defect.
- Tactics:
Skinnies, even when under mind control, are more self-aware then the bugs and
thus will use tactics such as taking cover, flanking, and traps in order to
limit their own causalities.
-Bombardier Bugs: These
are living bombs that are launched as artillery into military bases and
formations in order to cause panic. After a few seconds it explodes with the
same ferocity as a high explosive grenade.
-Rhino (underwater):
A huge aquatic Bug which can survive in extreme
envirionments that would normally subdue other Bug sub-species. This monster's
grotesque maw sports four large mandibles which it can wield like razor-sharp
rhino horns. Rhino Bugs were first discovered on the Bug homeworld of Klendathu
in an alkaline lake which was initially presumed to be uninhabitable by
lifeforms of any kind.
- Spitter Bug :This is a generally small, nocturnal creature found on Planet P. It jumps around, always out of range of fire as it faces the enemy. Then it shoots out a fluid from its jaws as an attack. The ball seems to break up on contact, hurting anyone in the general area of the attack.
- Spitter Bug :This is a generally small, nocturnal creature found on Planet P. It jumps around, always out of range of fire as it faces the enemy. Then it shoots out a fluid from its jaws as an attack. The ball seems to break up on contact, hurting anyone in the general area of the attack.
-Water Tigers:
The Water Tiger is about the same size as Warrior Bugs, but
much fatter. This pale species of Arachnids can swim quickly in water and is
rarely seen on land. They have a venom that causes paralysis and they use it to
capture their prey alive to store in their larder.
Spider Bug:
Weapon Type: Webs
Armor Type: Chitin Shell
Max Range: Pistol
Proffered Range: Pistol
Mobility: 8.2
Training : 5
Classification: Capture Bug
Basic Description:
Native to
the jungles of Tesca Nemerosa, this spider-like creature can spew sticky web
stuff which immobilizes its prey in a matter of seconds. The Spiders serve the
Bug hordes by capturing native lifeforms and preserving them in cocoons until
their victims' DNA can be extracted by Nurser Bugs. Adult Spider Bugs can grow
to enormous size, are extremely agile and difficult to kill. They range from
three to twelve feet depending on the age.
LOADOUT
-Ranged Weapons: Webbing
Webbing: The Spider Bugs can emit strings of
web from their abdomens which they can use to wrap up prey or hang from trees.
Also, the smaller Spiders are able to spit a mist-like spray of silk from their
mouths.
-Melee: Fangs
Fangs: While they apparently carry no
venom, the huge fangs of the Arachnid Spiders still make deadly stabbing
weapons.
-Defense:
The Spider Bug has a very hard shell making it
very difficult to kill, with the biggest versions requiring a massive amount of
gunfire to do in. In addition they are extremely agile and very hard to hit.
-Special : Jumping:
The Spider
Bug is incredibly agile, able to move at blinding speeds through a forest by
jumping from tree to tree.
Additional Factors:
-Take them alive: Generally the spiders don’t kill, they try
and infiltrate to take certain individuals alive in order to either acquire
their DNA or information via the Nurser Spider or Brain Bug respectively.
Weapon Type: Mind Control
Armor Type: none.
Max Range: whatever the range of that who it is mind
controlling
Proffered Range: personal
Mobility: 5?
Training : 6
Classification:
Mind Control Bugs
Basic Description: One of the most insidious and feared
elements of the Bug hive, this nasty little critter attaches to the base of
your neck, latches on to your spinal cord, and tries to seize control of your
mind, acting as a telepathic conduit for Brain Bugs. The range of their
telepathic abilities has never been tested in the field.
-Ranged Weapons: The weapon of whatever
sentient this bug is mind controlling.
-Melee: See above
-Defense: See above, given its extremely
small size (8 inches) it is often hard to hit.
-Special : Mind Control : By hooking onto a creature’s spine, the Control Bugs
are able to gain control of its body. Once in control the Control Bug is able to mimic the mind
controlled sentient to a reasonable degree, as well as use whatever weapons the
sentient was trained to use competently (though it’s possible the Bug just lets
the sentient run on auto-pilot, only intervening to issue directorates).
-Tanker Worms: Control Bugs are often
accompanied by Tanker Worms, who dig ultra-small tunnels under the ground that
are barely detectable to those sitting up above. These tunnels are just big
enough for control bugs to move in. Eventually it will dig into the walls of the
enemy base where control bugs will pour out and mind control whoever is there.
Additional Factors:
- Role : Infiltration, Shock Value
- Weakness: Concentrated radiation or x-rays can
force the bug to relinquish control.
- They are
extraordinary jumpers, and even being aware of them approaching is no guarantee
that they won’t manage to infiltrate you.
Spec Ops and Misc:
As you may
have noticed, the elites of the Arachnids are primarily focused on infiltration
and creating havoc rather direct battlefield destruction. Below are the rest of
the infiltrators and espionage units, all of which can be instrumental in
achieving ultimate victory.
Mantis Assassin Bug:
a species of bugs that were created as assassins where they attacked a sole target, normally the leader of a squad and were single minded in eliminating them. They were very stealthy, and wielded the blades of a Praying Mantis. They cared not one iota for their lives, so long as the enemy was killed.
a species of bugs that were created as assassins where they attacked a sole target, normally the leader of a squad and were single minded in eliminating them. They were very stealthy, and wielded the blades of a Praying Mantis. They cared not one iota for their lives, so long as the enemy was killed.
Mantis Hunter Bug:
The mantis hunter bug fulfills a similar role to its assassin counterpart but replaces the sometimes suicidal leaping attack with a chameleonic carapace that allows it to use its innate stealth skills to the full. Whereas the mantis assassin bug will charge through a hail of fire on a battlefield, if necessary to reach its target, the mantis hunter bug will move far slower, moving from cover to cover as it closes in with its prey.
The mantis hunter bug fulfills a similar role to its assassin counterpart but replaces the sometimes suicidal leaping attack with a chameleonic carapace that allows it to use its innate stealth skills to the full. Whereas the mantis assassin bug will charge through a hail of fire on a battlefield, if necessary to reach its target, the mantis hunter bug will move far slower, moving from cover to cover as it closes in with its prey.
Imposter Bug:
A Bug of humanoid proportions which can stuff itself into human armor (presumably and with time this bug could be modified for other aliens). Once deep enough behind enemy lines, they return to their true form and unleash havoc in their enemies' midst, often in correspondence to an Arachnid frontal attack. They are in general much faster than humans and carry mantis-like secondary arms are each tipped with a large spike, which can slice through metal with ease. They are also extraordinary jumpers.
A Bug of humanoid proportions which can stuff itself into human armor (presumably and with time this bug could be modified for other aliens). Once deep enough behind enemy lines, they return to their true form and unleash havoc in their enemies' midst, often in correspondence to an Arachnid frontal attack. They are in general much faster than humans and carry mantis-like secondary arms are each tipped with a large spike, which can slice through metal with ease. They are also extraordinary jumpers.
This
subspecies appears to be a further evolved strain of the deadly Imposter bugs
and served as a method through which the Arachnid army could infiltrate enemy
populations. Notable facts about the Infiltrators is that they could switch
between their true Arachnid form and that of their Human form. In their native
shape, they shared many of the physiological features of the Warrior Bug though
their head was somewhat different. Typically, they remained in their human
disguise but when they were in combat situations they tended to morph into
their bug form.
In the
latter, they appeared completely human to the point that they possessed human
DNA and could even pass for humans on a cursory scan. Though capable of fooling
others of their origin, this subspecies had a number of traits that revealed
their true origin. The first is that each member tended to look exactly similar
and the second fact about them is that they had limited speech capacity which
meant that they often repeated the same phrase to other humans. Despite these
possible disadvantages, the Infiltrator is intelligent enough to make use of
firearms and using them within their human guise. In addition, they are also
equally capable of driving vehicles and taking part in advanced tactics such as
using sniping positions. (yea I got lazy and copy +pasted all of it).
They could also shield themselves from minor
psychics and scans.
Finally
there existed a variant of the Warrior Bug known as the Royal.
-Royals:
A larger
variant of the warrior, Royals are the generals of the bug army, and bodyguards
of the Brain Bug. They are completely invulnerable to all but the most powerful
weapon fire, except for their eyes, which can be destroyed to reveal the
vulnerable nerve stem. These units are very rare.
======HEROES======
Arachnids
heroes are not truly unique, and refer to specific breeds that can grow in
number as the Arachnid swarm grows. At the onset there are about 2 Queens, 5
Brain Bugs and a mere handful of Mama Ripplers.
Height: 20 feet
Weight: ??? Unknown
Age: N.A.
Type of Hero Bonus: Reinforcements
Classification:
Troop Factory
The central intelligence of the Bug hive.
Possibly the mother of all Bugkind, this hive-mistress can lay up to 1800 eggs
a day.
Ranged: None
Melee: The Queen has Scythed talons for
when someone gets too close.
Defense: The Arachnid Queen has immensely
tough armor capable of withstanding grenades with no damage.
Special: Egg Laying, Psychic, Variant
The Queen
can lay about 1,800 eggs per day, which are then manipulated by other bugs (see
special).
The Queen is
capable of telepathy with its brood, and once used this offensively to mind
control a human.
There is a
variant of the Queen known as the “Mama
Rippler” that can mass produce ripplers . It has deadlier class and can move
much faster than a queen.
Additional Factors:
- Tactician: The Queen is totally
dedicated to its ownsurvival, and is shown to be far smarter than other bugs in
trying to stay alive. It uses everything from hostages, decoys, to well-timed
attacks and diversionary tactics.
- Great Importance: The Queen is one of the most important members
of the Hive, and the other members will fight fanatically to defend her.
- Bodyguards: The Queen has its own specialized caste of bodyguards,
known as the Royal Gaurds, to defend her. These are far more armored and
powerful then regular Warrior strains.
Height: 15 feet
Weight: Unknown
Age: Unknown
Type of Hero Bonus: Tactics
Classification:
Tactical mastermind
Loadout
Ranged:
Psychic Scream: When in danger they can make a high pitch
screaming noise which bursts blood vessels in the brain, causing everything
from extreme pain to skulls literally exploding. This is a short range attack
though.
Melee:
Proboscis: The Brain Bugs possess a proboscis
which they can use to suck out peoples’ brains and gain their knowledge.
Defense:
Nothing
really, and this thing could be killed with a clip of assault rifle fire.
Knowledge Absorption: One of the more dangerous abilities
of the Brain Bug is its capacity to steal the knowledge out of the minds of
other beings. It accomplished this through the use of a sharp appendage that
protruded from its vulva-shaped mouth. This pincer is designed to break through
the skull of a sentient being and penetrate into the brain itself. Once there,
the Brain Bug begins to consume the preys brain matter and absorbs all of their
memories as well as their knowledge. The process of this also enabled Brain
bugs to use the human body temporarily to call for reinforcements on radio
equipment before being disposed of. This provided the Bugs with a great deal of
intelligence on their enemies as they were capable of learning vital secrets
from their foes. As such, any human captured was at times brought before the
Brain Bug for this form of interrogation
Additional Factors:
- Bug Tactician: It is the Brain Bugs
that control the other Bug’s general movements, and it is capable of using
everything from swarming to traps to developing new breeds of bugs to win the
day.
- Sand Beatles: The Brain bug is immobile, and is carried
around by a horde of sand beetles to each location.
-BodyGaurds: The other bugs are
dedicated to its safety, and it has the same protection that the Queen has
(royal guards) .
- Killing
the Brain Bug will make all nearby bugs go insane.
Other Character(s):
- The God Bug: Though the God bug doesn’t
lead armies personally, it does send overall telepathic commands from afar, and
is a genius strategist. It can telepathically influence creatures near the
brain bugs after a period of time and is worshiped as a god by the rest of the
Arachnids.
=====LIGHT CALVARY=====
For the most
part, the Warrior class of Bugs is used and contains all the same functions of
Calvary, being both fast and speedy, able to take more damage then most
infantry and used for reconnaissance. However in addition there does exist one
more variant that while not quite armor, is nevertheless more durable than any
infantry unit.
A large,
heavy insect resembling a Rhino Beetle. They are fast, clumsy insects that
attack by charging and trampling or gouging their enemy with a large horned
tusk. They are virtually invulnerable from the front, but can easily be killed
by shooting in the brightly colored tissue in their rear.
=======ARMOR=======
Weapon Type: Flamethrower
Armor Type: Armored Shell
Speed: Slow (35 km/h) - travels almost solely through burrowing
Classification: House- Sized Anti-infantry
Burrower
Basic Description:
This
flame-spouting, ground-burrowing beast is a force to be reckoned with.
Cumbersome and slow, it still packs quite a wallop if you get in its way. Its bio-chemically
propelled flame-blowing stunt has considerable range and should be avoided at
all costs.
Loadout:
The Arachnid
Tankers can emit twin streams of flaming liquid from their heads. Upon hitting
a solid object, the streams explode with enough force to shatter rocks. These
have a range about 40 meters. For those
that try to mess with it in close quarters, they can physically crush infantry
that are near it.
Defense:
The Arachnid
Tanker Bugs are covered in incredibly tough armor which is impervious to
anything short of extremely powerful explosives.
Special: Travels Underground, Baby Variant
Though
powerful, they are extraordinarily slow, and would be taken out miles before
the front line if forced to walk. For that reason it travels underground,
waiting until its within flamethrower range to unburrow.
Baby Tankers: . Unlike larger Tankers, a Baby Tanker is
small enough to provide close support in almost any situation, performing a
similar function to a main battle tank. Baby Tankers attack with a corrosive
spray from a tube on their head like their adult counterparts, with the added
function of spitting the fluid in smaller globs over long distances. When an
enemy gets close enough, a Baby Tanker will try to crush it.
Additional Factors:
- Role : Anti-infantry shock troops
Weapon Type: Plasma
Armor Type: Armored shell (except abdomen)
Speed: Extremely slow
Classification: Anti-Air/artillery
Basic Description: The Plasma Bug, which comes in three different
versions, is almost universally used as artillery and anti-air. The Larger
versions have been shown to cut spaceships in half, as well as bombard a force
from many miles away.
LOADOUT:
-Bug Plasma: The Arachnid Plasma Bugs can work up
large amounts of highly-explosive plasma in their abdomens, which they can then
launch incredible distances out of their posteriors. The plasma of the biggest
and most powerful version can slice starships in half and deflect a asteroid.
Defense:
They are
covered with an armored shell except for the abdomen, which is there vulnerable
point (see additional factors) .
Special: Variants:
-Big Plasma: These guys are generally used as massive AA
and artillery from many miles away. They are not effective up close.
-Plasma Grenadier: The Middle Child of
the family, these are good at relatively close quarters (assault rifle range
and above) as well still retaining the AA capabilities of the bigger version.
-Baby Plasma: The infant form of the massive plasma
bug. Operating as both long range artillery support and anti-air support, this
bug can intervene into any battle within range. Not only can this bug launch
plasma from behind, but it can fire a stream of plasma from its head in the
manner of a tanker bug. Also if an enemy gets to close this bug will use its
massive body to crush it.
Additional Factors:
- Weaknesses: If struck by any sort of
explosive while charging up their plasma, the highly volatile substance will
explode, killing the Plasma Bug as well as anything else unfortunate enough to
be in the vicinity.
- These bugs
have been loaded up on and merged with transport ships to act as ship
batteries.
- These bugs
are the reason that the Arachnids aren’t overwhelmed by the Federation’s
superior air support. They are astoundingly accurate, even when hitting targets
many miles away.
Weapon Type: Plasma
Armor Type: Armored Shell
Speed: Slow
Classification: Tank
Basic Description:
Standing 42
feet tall and with a giant plasma spewing tail, the Scorpion Bug is the true
tank of the Arachnids.
Armament:
Like the
Plasma Bug, it fires high intensity plasma from its tail that can easily
penetrate reinforced steel. Unlike the Plasma Bug it also has pincers for close
combat.
Defense: Armored Shell:
Perhaps the
most heavily armored of all the bug, it is immune to all rifle fire and would
likely require high explosives to even damage it.
Special:
Additional Factors:
- These bugs
are a relatively new evolution, and less common then the Plamsa Bugs.
======AIR
COMBAT======
Hopper/ Kamikaze Ripper (variation)
Type of Aircraft:
Anti-infantry, fighter
Fighter or Bomber? :
fighter
Weapon Type: its body
Armor Type: Chitin
Classification: Anti-infantry slayer
Basic Description:
Flying
terror of the Bug army. Hoppers are virtually impervious to standard munitions
fire, but a carefully aimed grenade can usually take one down. Can absorb laser
fire and probably soaks up solar energy too.
Loadout:
Armament: Body
They attack
enemies either by grabbing and stabbing them with a pincer located on the rear
end of its tail, or by swooping down to slash with their claws (usually the
enemy's head for decapitation), then fly quickly away before the remaining
enemies can have a chance to attack it. They have been known to bring down
light aircraft by grappling onto it in mass.
Defense: Hoppers in the T.V. series have been shown to
be invulnerable to light rifle fire, however they are still vulnerable to
sustained heavy rifle bursts and explosives.
Spike Spit: The Kamikaze Ripplers are able to
spit foot-long, serrated spikes from their mouths. Despite these spikes being
incredibly potent in their own right, the spikes launched by later generations
are coated with a powerful corrosive venom strong enough to dissolve metal,
making them even deadlier.
They also
possess the decapitating claws of the Hopper. And as their name says they sometimes
use Kamikaze attacks on vehicles and troopers. They are sometimes used in air
to air combat.
Additional Factors:
- Hit and Run fighters
- Aerial Support
Overall
however the Arachnids disdain air forces, and spend more time countering them
with AA plasma guns and fortified/underground positions that their Federation
enemies have trouble bombing.
====AIR SUPPORT====
Type of Aircraft: Organic Bug
Purpose of Aircraft: Transport
Classification: Interstellar Transport
Basic Description:
Actually a giant space-faring craft, the
Transport Bug allows the Bug minions to travel among the stars. Can handle both
the cold vacuum of space and atmospheric landings.Was seen diving underwater on
the planet Hydora in order to refuel, presumably breaking down water into
oxygen and hydrogen for later use. Has large retractable wings which can be
used for extra lift-off thrust. Uses a highly unstable material called Xylon as
a power source for interstellar travel.
Loadout:
Armament: The Transport’s armament is whatever is
inside. Warrior bugs can prevent boarding action while Plasma bugs can use it
as a platform to fire missiles, thus also serving as a fighter/bomber.
Defense:
Completely
invulnerable to small arms and would require heavy duty explosives to take out.
Special/ Detailed Purpose: Transportation, Variant
The
creatures large size meant it was capable of carrying countless number of Bugs
inside its own body and was often used to deliver eggs throughout the Arachnid
colonies.
Though very
rare, there existed a variant called the Super Transport Bug. Nearly ten times
the size of regular Transport Bugs, Super Transports are used to carry the
Queen and a small army, including several Transport Bugs and a full battery of
Plasma Bugs, across star systems.
Additional Factors:
- These
aren’t very common, given that Arachnids generally prefer ground forces.
=====SUPPORT=====
Armor Type: Chitin
Type of Support: Troop Production
Classification: Nurses
What Bonus do they give?: DNA manipulation/ breeding
Basic Description:
Nurser Bugs: The "mad scientists" of
the Bug hierarchy, Nurser Bugs work in secluded Bug nurseries. Not only do they
help to feed newborn bugs, but their regurgitated food is mixed in with a
mutagenic gel which can have a profound impact on the newborns' development.
The Nurser jelly somehow mixes the DNA of other species in with the basic Bug
gene pool. This allows the Bug army to bypass several thousand years of random
evolution by custom designing new species to inhabit whatever environmental
niche they chose.
There is a
second version that does the same thing, but its in a spider form.
Armament : None
Defense: Chitin
Special/Detailed Purpose:
Blood Drain: Both varieties can drain a creature’s blood and use the DNA
to create a mutagenic fluid to be fed to Arachnid larvae. The larva are then
manipulated into new creations.
Additional Factors:
- Being
defenseless, these bugs would only be found in the deepest recesses of the
Hive.
Additional Bugs:
- Breeder Bugs: a strain designed simply to lay large
quantities of eggs. They can be commanded to double their production but this
inevitably kills the breeder from exhaustion. Though they can’t breed as much
as the Queen, they can be bred themselves, ultimately starting a arachnid
factory.
- Worker Bugs: These worker bugs are not really seen but
they spend their days digging tunnels, not stopping until the planet has
tunnels running from each end (improving army mobility).
=====DEFENSES=====
Sentry Bug: Essentially an armored Minion Bug
which has been adapted to survive in extreme climates. Often responsible for
giving the Bugs advanced warning of an oncoming attack and they have sharp
mandibles for close quarters that can bite through steel.
HIVE: Perhaps the best defense for a race that
thrives on offense is its main centers of production and control. Typically
these are located in quarters too cramped for conventional armies to easily
march through, underground or in the midst of some heavy natural fortification
to prevent air from easily bombing their nest. Their locations are heavily
tunneled out, so an intruding army can find themselves ambushed at all sides.
Finally there exist multiple escape points should the Arachnids still get
overrun.
======LEADER PROFILE======
Unfortunately
there really isn't a specific leader of the Arachnids, other than the God Bug,
and he doesn't lead on the same planets as his troops. So I’ll put generic Brain
Bug x-factors.
Notable Battlefield Accomplishments:
The Brain
Bug is an extremely fast learner, quickly adapting to his opponent’s moves
against him and introducing his own unique plots and variations. It is partially through his will that new bug
breeds are introduced, and much havoc induced through them. There have been
many times where he has quickly and utterly squashed the federation armies
being used against him through seer outmaneuvering, carefully planned ambushes,
and infiltration missions designed to cripple the enemy from within. The Brain
Bug is also a great opportunist, mind controlling the race of skinnies and
having them be soldiers in their armies.
Personality: ….Brain Bugs
don’t really have personalities.
Style of Leader: Direct Control(multiple- see
additional factors), limited autonomy:
Most of the
time the Brain Bug assumes direct control over its force, dictating battle
strategy while they carry it out. However all breeds possess some sentience,
and are able to plan somewhat by themselves. The Royals possess the most
autonomy.
Leader X-factors:
Adaptive
Creativity/Resourcefulness: 76/100: Not only does the BB make good
use of the environment but he can order the creation of new bug strains to
achieve victory.
Tactics: 54/100:
So-so
tactics. The Brain Bug may have his fair share of innovation but many failures
as well.
Strategy: 64/100:
The BB is
actually pretty good at this, forming big and ambitious plans within its noggin
like the infiltration and takeover of Earth.
Intuition: 55/100:
Good at
analyzing Intel. So-so at predictions.
Audacity:82/100:
Very bold
and aggressive with most units, however the core units will be preserved at all
costs (Brain Bugs and Queens).
Intelligence: 64/100:
It’s a giant
brain.
Psychological Warfare: 69/100
The creation and useof the various infiltration bugs to sow confusion and chaos show BB does very
well here.
Experience: 53/100:
What
experience this creature and its ilk has is mostly against one species
(humans).
Discipline:76/100:
Very
disciplined with its troops, not so much with its own life. I.E. is smart
enough to have personal fear.
Leadership: 90/100:
The Bugs
obey the brain bug almost unconditionally
Corruption: 82/100
Additional Factors:
There are
multiple command creatures, with the capacity to create more, so the others may
learn off one another.
*Represents something that can’t be lowered very much by
enemy action.
Split into two parts
Numerical x-factors:
*Morale: 90/100:
Were it not for their reliance on saving important units,
they would score even it.
Logistics: 83/100
We don’t see much regarding Arachnid organics, however
given the fact that they can survive in nearly every environment I’d say they
do well.
Espionage: 81/100:
Probably one of their best traits, given that they keep
thinking of new creatures to infiltrate the enemy and most of their elites are
focused just on espionage roles.
Discipline: 91/100
(10/100):
Some Autonomy but other than
that they are forced to follow the big guy’s will, whether by instinct or
direct mental control/telepathy. However kill one of the big guys, the swarm
that is now leaderless goes into a murdering frenzy.
Overall Army Intimidation: 71/100
They aren't Tyranid high but they are still a race
of giant, scare bugs.
Misc x-factors:
Reinforcement Rate: High- Very High
Once set up, the various queens and breeder bugs can pump
out enough that when combined with their masses of reinforcements from space
they reach the very high mark, if only barely. In fact I’d say that the Zerg,
Flood, and Tyranids all do much better than them here.
PAST OPPONENTS:
FEDERATION, SKINNIES
Originally the bugs must have fought and subdued the
skinnies in order to effectively control their race, so I will add that to
their resume.
Their main enemy however is the Federation of Earth.
These guys are human soldiers of the future armed with high powered assault
rifles, drop ships from space, massive walkers, bombers and even psychics. These
federation troopers would most be similar to the UNSC or Imperial Guard of the
faction tournament. For this reason most of their specialized elite bug types
have initially been made to counter humans, something that needs modification
against aliens.
Quality vs.
Quantity: A mix of heavy quantity/specialization:
Despite the heavy quantity of the Bugs they are also
known for their specialization or the creation of new breeds to counter an
aspect of the enemies. They obviously aren’t as good as someone like the flood
in quantity, or Eldar in specialization, but they do their niche well.
-Swarm
Telepathy: All bugs have the ability to communicate with each other
via a type of telepathy, meaning what one bug knows the other can quickly know,
or at least the message is relayed to the commander.
-Original Swarm:
Fun fact, the Arachnids are considered by some to be faction that the Tyranids,
Zerg, Xenomorphs and Flood are all (whether loosely or what have you) based on.
- Overmind
Reliant: All bugs are controlled by a super-intelligent overmind. This
allows for great cohesion but renders them vulnerable for a take-out. That said
most enemies of the bugs are only loosely aware that a command structure
exists, as the Federation was only able to confirm this through a psychic.
- All –Terrain : The Arachnids are perfectly adapted for nearly all-terrain, including airless ones.
- All –Terrain : The Arachnids are perfectly adapted for nearly all-terrain, including airless ones.
-Evolutionary:
Through their nurser spiders, Arachnids are able to circumnavigate millions of
years of evolution in days, being able to create new species so long as they
have the required DNA.
- Burrowing
species: Most of the species is capable of burrowing, with most of the rest
being capable of using already dug underground tunnels to attack.
Motivation: Conquest. The Bugs have embarked on a seeming period of expansion, and will look forward to adding new territories to their empire.
Motivation: Conquest. The Bugs have embarked on a seeming period of expansion, and will look forward to adding new territories to their empire.
- Mind Control: The
Arachnids don’t really use auxiliaries/mercenary, though they are willing to
mind control other species through control bugs and use them as troops.
-Numbers: As
Victories increase, so too shall the Arachnids starting number.
-Technological Adaption:
Very, Very Low: Other than whatever the mind controlled have on them the
Bugs don’t willing use technology.
-Biological
Adaption: Can create new species so long as they have the required DNA.
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