*Credit goes to the company who made Duke Nukem, the people who did the pictures, and my good buddy George for doing the profile. I just added some minor edits
**For this comparison, as many races invaded Duke Nukem Earth and got their asses handed to them, I shall assume that games containing certain iconic Cycloid units (pig cops and Octabrains) to be Cycloids or the expansion of said game where both are present, to be Cycloids.
**For this comparison, as many races invaded Duke Nukem Earth and got their asses handed to them, I shall assume that games containing certain iconic Cycloid units (pig cops and Octabrains) to be Cycloids or the expansion of said game where both are present, to be Cycloids.
==THE CYCLOIDS==*
*Aka the aliens in Duke Nukem
Bio: As far as alien empires go, the
Cycloids are a bad bunch. Not only are they keen to enslave/wipe out humanity
but they also have a penchant for capturing and impregnating the captive
females of other species for their own breeding purposes.
Time and time again, this species has had
a thorn in their side called Duke Nukem. This tournament allows these sick
aliens to make a big time comeback after the crippling defeat unleashed upon
them by the Duke.
If they win, then even the King of first
person shooters might not be able to stop them.
==RECONNAISSANCE==
For recon, the cycloids rely on the
assault trooper; a jet pack wearing soldier that moves quickly and is cheap to
produce and expendable. Also they have the tougher assault trooper captain; an
upgraded jetpack soldier that can teleport variable distances instantly.
Aiding them in the tournament are the
fast and highly maneuverable alien fighters and fast moving recon patrol
vehicle. While not specifically meant for recon,
the silent flying octabrains and
teleporting octakings lend their aid in this role. Finally it might be possible to shrink their troops and sneak into enemy bases, placing miniature cameras and delivering direct recon.
==INFANTRY FORCES==
Name: Pregnator
Armor: none
Weapon type: toxic mucus/impregnation
Mobility: 5--can leap up to 15 meters,
otherwise not that fast when crawling but can climb walls
Max range: pistol range
Preferred range: close range to pistol
Training: 5--instinctive and programmed
to impregnate from the moment it hatches
Classification: infection/impregnation
unit
==LOADOUT==
Let's just come out with it, this thing
is ugly. This phallic spider like creature is one of the most infamous cycloid
units cataloged so far. Hatched from pregnator eggs created by an alien queen.
In a given day, thousands of new pregnator eggs may be lain and hatch.
Upon hatching, the first thing it does is
use its incredible sense of smell to hunt down female members of an enemy
species. It attacks with a white mucus and then mates with a target while it is
stunned.
Armaments:
Short range: claws, proboscis--The
proboscis of the creature is used to mate with alien females as well as go down
the throats of males and poison them with an overdose of white mucus. Females
who are impregnated give fatal birth to ocatababies in a matter of hours.
Long range: white mucus-- this thick,
sticky liquid is toxic and does a moderate amount of damage. It allows a
pregnator to stun females and kill males of the species. It causes blindness
upon eye contact paralysis and corrosive effects on exposed skin.
Armor: Virtually none
Additional Factors:
--Terror weapon against enemy females
--Produced en mass by the alien queens.
Name: Sentry drone
Armor: tough metal plating
Weapon: bomb payload
Training: 5--programmed
Mobility: 7--flies very fast and agile
Max range: suicide bomber
Preferred range: suicide bomber
==LOADOUT==
The Sentry Drone is a
flying robotic suicide bomber. When you hear its antigrav engines revving up,
you know you're in for a world of hurt.
It is a highly intelligent
machine, capable of evading incoming fire to ensure that it reaches its target
to deliver its payload. Other than its explosive payload, it has no weaponry,
and makes up for this with a tough armored shell. It is fast-moving, and designed
to deliver pain where it's not welcome.
This device seems to be reverse engineered human technology.
Armaments: self destruct
Defenses: hardened metal plating
Additional factors: the sentry is
easy to maintain and fast to build and often used by cycloids to guard their
hives and other structures. Though they can be utilized in direct battle.
Name: Pig cop
Armour: variable
training: 5--largely driven by instinct but does have enough intelligence to use weapons and even improvise crude explosives and other weapons, can pilot vehicles with competence
Weapon: variable
Mobility: 5--variable, at least superhuman
Maximum range: variable
Preferred range: mid range to melee
Armour: variable
training: 5--largely driven by instinct but does have enough intelligence to use weapons and even improvise crude explosives and other weapons, can pilot vehicles with competence
Weapon: variable
Mobility: 5--variable, at least superhuman
Maximum range: variable
Preferred range: mid range to melee
==LOADOUT==
Pig Cops are a triumph of germ
warfare on the part of the cycloids. Upon landing on a planet, they release an
airborne virus which infects members of the native sentient species and in mere
hours turns them into a muscular anthropomorphic pig man.
Pig cops are larger and always
stronger than the life forms that they started out as. Once mutated, they are
totally and utterly loyal to the cycloid empire. For some unknown reason but
possibly by design, the pig cop virus tends to target police figures and
military types over civilians; thereby sapping the strength of enemy forces
even before they meet the Cycloids in battle.
For the sake of standardization,
the Cycloids will start out with a crop of pig cops brought with them from
Earth during their last attempt to kill Duke Nukem.
Armaments:
Long range: Ripper/RPG--The Ripper
is a Nordenfelt-type machine gun with three barrels that fires standard
bullets. Its high rate of fire can shred enemies in no time, but is limited
somewhat by its small 50-round magazine, which needs to be reloaded fairly
often. It
has a sten grip to control recoil, picatinny rails, and a stock which is
seen retracted.
The RPG is a large weapon that
fires rockets with a large splash radius. It has two firing methods. The first
is the standard rocket that is fired normally. The second is a tracking rocket,
which can be fired by holding the crosshairs over an enemy for a short period of time. Each additional shot fired while maintaining the target in the
crosshairs will give the RPG enough time to keep the lock.
Mid range: The M1911 is a
Colt pistol known for its reliability and accuracy. Semi-automatic with a 7-round magazine, this has a range of about 50 meters.
Short range: The Shotgun is a
staple weapon of the Earth Defence force used against them. Although it is
still a grayish-black pump action shotgun, the appearance is now modeled after
the Remington M870It fires a spread of pellets that
move farther apart as they leave the barrel. For maximum efficiency, use at
close range.
There is also a breed of pig that just rushes into melee combat, relying on its superhuman strength to inflict great damage.
There is also a breed of pig that just rushes into melee combat, relying on its superhuman strength to inflict great damage.
Special: The Pipebomb is a
grenade-like weapon that can be remotely blown-up after thrown. Unlike the
other weapons, the Pipebomb is improvised by pig cops. The design is simple
enough for their simple minds to build and has come to be used commonly. Of
comic note is the fact that the detonator is a car key remote, and upon
detonation it makes a sound just like one.
Defense: More durable then human forms, however for the most part they don't wear armor. Some variants do wear Riot Armor though.
Defense: More durable then human forms, however for the most part they don't wear armor. Some variants do wear Riot Armor though.
Additional factors: There are
three types of pig cops. Gun wielding types will have more armour on average
than their brethren and wield to start the pistol, shotgun, ripper and RPG
(rarely). If injured enough, they drop their weapons and revert to melee
attacks in an animalistic charge.
The second type is the melee
breed; these creatures charge on all fours and rely on an adrenaline rush to
ignore pain. They are always shirtless.
The third is the super pig cop;
they are the biggest and strongest of pig cops and they carry an RPG with
frequently. They also have more health than their brethren.
Pipe bombs may be carried by any
pig cop other than a melee type.
Name: Assault Enforcer
Armour: Alien plate armour/hand shield
Training: 5--instinct driven, slow but competent and won't generally rush foolishly into battle
Weapons: homing mini-rockets
Mobility: 3--rarely moves at faster than a fast walk
Maximum range: assault rifle range
Preferred range: assault rifle
Armour: Alien plate armour/hand shield
Training: 5--instinct driven, slow but competent and won't generally rush foolishly into battle
Weapons: homing mini-rockets
Mobility: 3--rarely moves at faster than a fast walk
Maximum range: assault rifle range
Preferred range: assault rifle
A brutal dinosaur like biped, the
Enforcer is a muscular and brutal creature who lives up to its name. Heavily
armoured and immune to pain, the creature rarely moves faster than a brisk job
but it gets the job done. These creatures can take cover in a firefight but
mostly fights with little regard for self preservation.
Long range: Enforcer gun--When
fired, the Enforcer Gun fires three mini rockets with light blue trails. These
rockets will home onto any nearby enemies at close range, but will flunk at
longer ranges. These rockets are quite powerful and can completely blow apart a
human sized target in gory mess. It also excells in taking out armored targets, being used expertly against vehicles. Though the weapon is
powerful its ammo supply is quite limited which is a major drawback. Each magazine carries about 15 missiles.
Close range: melee
attacks--superhuman strength: it is not wise for an unaugmented or ordinary
human to tangle with them in melee
Additional factors: Some variants
of the Enforcer's use large metal shields which can only be destroyed by heavy
weapons fire; these shields must be destroyed to kill the Enforcer. Other variants are cyborgs much faster and more durable then normal enforcers These have gattling laser guns, enhanced targeting systems and a extra pair of arms.
Name: Octabrain
Armor: Psychic powers, regeneration
Weapon: Telekinesis, psychic energy projectiles
Training: 5--instinctual knowledge from birth
Mobility: 6--can fly at some speed and hover
Max range: assault rifle
Preferred range: assault rifle
Armor: Psychic powers, regeneration
Weapon: Telekinesis, psychic energy projectiles
Training: 5--instinctual knowledge from birth
Mobility: 6--can fly at some speed and hover
Max range: assault rifle
Preferred range: assault rifle
==LOADOUT==
The Octabrain is a floating,
medium-sized, octopus-shaped alien with three glowing eyes. One of its attacks
consists of it tossing junk scattered throughout levels, such as barrels, at
targets. It is also able to fire energy projectiles from its brain.
Armaments:
Long range: Psychic
bolt/telekinesis--Assault rifle range attacks. The Octabrain fires deadly bolts
of psychic energy at enemies which can kill lesser infantry in one shot.
Telekinesis doubles as both offence and defense hurling rockets and bombs back
at enemies; to their utter dismay.
Special: Octababy: The Octababy is an infant version of the Octabrain. It cannot fly or use any of the mental energy attack and is limited to melee attacks by means of jumping at you and trying to claw you with its pincers. They are hatched from impregnanted women three at a time in a violent burst from the women's bodies.
Special: Octababy: The Octababy is an infant version of the Octabrain. It cannot fly or use any of the mental energy attack and is limited to melee attacks by means of jumping at you and trying to claw you with its pincers. They are hatched from impregnanted women three at a time in a violent burst from the women's bodies.
Additional factors: Upon death the
Octabrain's body will fall and explode, dealing damage to everything around its
corpse upon detonation. If the creature is fatally wounded it will attempt to
rush the nearest enemy and take it out in a kamikaze attack.
Name: Assault Trooper
Armour: Alien light plate armour
Mobility: 8--jetpack greatly increases mobility
Training: 5--basic grunt of the army, from birth has the knowledge it needs to get the job done, still not overly intelligent
Weapon: laser weapon
Max range: assault rifle
Preferred range: Assault rifle
Armour: Alien light plate armour
Mobility: 8--jetpack greatly increases mobility
Training: 5--basic grunt of the army, from birth has the knowledge it needs to get the job done, still not overly intelligent
Weapon: laser weapon
Max range: assault rifle
Preferred range: Assault rifle
==LOADOUT==
This is the basic grunt of the
cycloid army. The Assault Trooper is a humanoid alien with green armor plates,
a laser gun, and a jetpack. It attacks by quickly firing its AT Laser gun at
the player in three round bursts. It can also use a jetpack to fly around if
the area permits it.
Armaments:
Long range: AT Laser--The AT Laser
is a futuristic-looking weapon that fires a burst of three lasers when the fire
key is pressed. It can be held down to be continuously fired. It has a fairly
high rate of fire, but there is a noticeable break between the bursts. This laser seems more akin to plasma projectiles then real lasers.
Special: Jetpack, allowing for a high level of mobility
**As a side note, shrink rays are sometimes but not commonly carried by Assault Troopers and Assault Trooper captains.
Northern Variants:
These only occur if fought in a wintry setting. Through the corruption by mysterious mean, the Cycloids now control the forces of Santa Claus himself! That means that along side the jolly present giver will march his armies of elves!
Name: Feminist Elven Militia
Weapon Type: Various
Armor Type: Little
Mobility: 6
Training: 5
Max Range: Submachine gun range
Preferred Range: Pistol
Classification: Elven Women's rights, present-making, quick killers
--Basic Description:
When the aliens Duke Nukem defeated last time come back for revenge with a new plan to take over the world by brainwashing Santa Claus the Feminist Elven Militia join the aliens to help them with their plot. This nefarious organization, possibly angry at the portrayal of women in the games, now seek conquest through aiding the Cycloids.
--Loadout:
- Ranged:
--Dual Uzis: A bumachine gun, Uzis have an effective range of 200 meters, ROF of 600 rounds per minute and generally holds around 40 rounds per magazine. The FEM evles dual wield it and like to run up to foes before opening fire.
--Shotgun: see pig cop
- Melee: Well they are elves and can probably punch pretty fiercely.
- Defense: Little to none
-Special:
---Dual Wielding Shrink Rays: It fires green energy bolts which explode on contact and shrink a target turn into one tenth their original size. Targets of certain size and toughness are immune (something close to the Battlelord's size) but below that nearly anything can be shrunk down to the size of a ken doll. There is a small amount of splash damage so soldiers who stand within a five foot radius of someone shrunk will be shrunk also. Now why do they dual wield such a powerful weapon you might ask when clearly only one is needed? Because its cool.
--Additional Factors:
Special: Jetpack, allowing for a high level of mobility
**As a side note, shrink rays are sometimes but not commonly carried by Assault Troopers and Assault Trooper captains.
Northern Variants:
These only occur if fought in a wintry setting. Through the corruption by mysterious mean, the Cycloids now control the forces of Santa Claus himself! That means that along side the jolly present giver will march his armies of elves!
Name: Feminist Elven Militia
Weapon Type: Various
Armor Type: Little
Mobility: 6
Training: 5
Max Range: Submachine gun range
Preferred Range: Pistol
Classification: Elven Women's rights, present-making, quick killers
--Basic Description:
When the aliens Duke Nukem defeated last time come back for revenge with a new plan to take over the world by brainwashing Santa Claus the Feminist Elven Militia join the aliens to help them with their plot. This nefarious organization, possibly angry at the portrayal of women in the games, now seek conquest through aiding the Cycloids.
--Loadout:
- Ranged:
--Dual Uzis: A bumachine gun, Uzis have an effective range of 200 meters, ROF of 600 rounds per minute and generally holds around 40 rounds per magazine. The FEM evles dual wield it and like to run up to foes before opening fire.
--Shotgun: see pig cop
- Melee: Well they are elves and can probably punch pretty fiercely.
- Defense: Little to none
-Special:
---Dual Wielding Shrink Rays: It fires green energy bolts which explode on contact and shrink a target turn into one tenth their original size. Targets of certain size and toughness are immune (something close to the Battlelord's size) but below that nearly anything can be shrunk down to the size of a ken doll. There is a small amount of splash damage so soldiers who stand within a five foot radius of someone shrunk will be shrunk also. Now why do they dual wield such a powerful weapon you might ask when clearly only one is needed? Because its cool.
--Additional Factors:
Last but not least....
SNOWMEN!!
Weapon Type: Snow, Freezing
Armor Type: Snow
Mobility: ranges from 0-7
Training: 2-5?
Max Range: How far can one throw a snowball?
Preferred Range: Pistol
Yea essentially this creation, easily made by combining a few large pieces of snow together and magically animating it. Its entirely motionless afterwards, throwing snowballs at enemies (which might be moderately annoying) and acting as a sentry to alert other Cycloids to where the badguys are.
Ranged: Snowballs
Melee: More Snowballs
Special :Flying Frosty! It looks just like the Snowman but at the base it has a holly wreath and it can fly; unlike the Snowman it also lacks coal buttons. At long range it has a freeze way, capable of turning an opponent to ice in seconds. At close range it can spin its wreath with enough velocity to turn it into a buzz saw.
Additional Factors:
--presumably really easy to create, assuming their is snow around.
--Immune to Cold Attacks, though weak to fire obviously.
==ELITES==
Name: Assault Trooper Captain
Armor: heavy alien plate armour
Training: 5--elite unit that commands regular assault troopers, instinctive knowledge
Mobility: 9--has jetpack and teleports
Weapon: Laser weapon
Max range: assault rifle
Preferred range: assault rifle
Armor: heavy alien plate armour
Training: 5--elite unit that commands regular assault troopers, instinctive knowledge
Mobility: 9--has jetpack and teleports
Weapon: Laser weapon
Max range: assault rifle
Preferred range: assault rifle
==LOADOUT==
They are a lot more efficient and
dangerous than their standard kin and are noticeably more dangerous than their
troops. Due to their armour, superior
firepower and teleportation they are a lot harder to kill than Assault
Troopers. Assault Captains can teleport around very quickly and will often try
to teleport behind foes. They can teleport that quickly that they can avoid
incoming fire as well as their jetpack which further aids them in this
Armaments:
Long range: AT Captain's laser--It
is basically a laser-firing minigun. There is a brief windup period when the
captain first holds down the fire key, but after that it fires a steady stream
of lasers. If the Captain stops holding the fire key, it must go through the
"winding up" process again.
These creatures also carry a
regular AT laser as backup.
Short range: Melee/hand to hand
training.
Special: Jetpack, Personal Teleporter allows for excellent mobility.
Special: Jetpack, Personal Teleporter allows for excellent mobility.
Additional factors: AT Captains
who are shot down and wounded but not killed sometimes play dead when enemy
forces are near, springing to life and using their last moments of life to take
out the enemy only when their enemies are near enough.
**As a side note, shrink rays are sometimes but not commonly carried by Assault Troopers and Assault Trooper captains.
**As a side note, shrink rays are sometimes but not commonly carried by Assault Troopers and Assault Trooper captains.
*the following are essentially minibosses that, while rare, can still be encountered in numbers
Name: Assault Commander
Armour: natural resilience, internal armour plating
Training: 6--elite unit that commands all other assault troops, knowledge is computer programmed into brain directly
Mobility: 7--constantly and rapidly flying
Weapon: rocket launcher/helicopter blades
Max range: assault rifle
Preferred range: assault rifle-close range
Armour: natural resilience, internal armour plating
Training: 6--elite unit that commands all other assault troops, knowledge is computer programmed into brain directly
Mobility: 7--constantly and rapidly flying
Weapon: rocket launcher/helicopter blades
Max range: assault rifle
Preferred range: assault rifle-close range
==LOADOUT==
A fat bloated creature with a
helicopter for a lower body and a rocket launcher for an arm; enemies would be
wise not to underestimate this creature. Fast and agile in the air despite its
rotund appearance; it is heavily armoured internally and takes far more ammo
and firepower than any of the other cycloid grunts. Heavy
gunfire is needed to kill just one of these.
Armaments: rocket
launcher--Rockets are fired both from its arm gun and the bottom of its body at
rapid speed. It seemingly never needs to reload its weapons. These rockets do
home in on targets whether they're vehicles or personnel.
Close range: Blades--the creature
has a number of spinning blades on the bottom of its body. Swooping down, these
blades can easily bisect a human.
Name: Octaking
Armor: psychic powers/regeneration
Weapons:psychic powers/telkinesis
Training:6--instinctive powers an greater intelligence than average octabrain
Mobility: 8--slow flight, can teleport many kilometres
Max range: assault rifle
Preferred range: assault rifle
Armor: psychic powers/regeneration
Weapons:psychic powers/telkinesis
Training:6--instinctive powers an greater intelligence than average octabrain
Mobility: 8--slow flight, can teleport many kilometres
Max range: assault rifle
Preferred range: assault rifle
This is a massive upgrade of the
standard octabrain and one of the first of the heavy hitters of the cyloids.
With more powerful attacks and greater health, this flying nightmare is
something to be feared and possibly put in formaldehyde later on.
Armaments:
Long range: psychic bolts--Much
more powerful than standard octabrain projectiles. These large projectiles are
akin to a tanks and heavy armour in terms of comparable power and can be fired
at a rate of about three per ten seconds.
Telekinesis: The Octabrain is much
more powerful than the smaller cousins. It is able to lift and throw objects up
to six tons in weight and with some speed. Often these large floating monsters
are used to tear down enemy emplacements or light vehicles. Also thanks to its
superior brain capacity, the creature can grab and throw up to four projectiles
coming at it and throw them back; unlike the octabrains that can only handle
one. Groups of octakings can work together to move even larger objects.
Special: teleportation--while the
octaking can teleport within a range of many kilometres, this can be used
offensively as it can effortlessly teleport large numbers of smaller octabrains
to help it fight. These specimens have not been seen teleporting other cycloid
units.
Defense: The regeneration of the
octaking is impressive. It is able to recover the damage from small arms fire almost instantly while
more severe damage might take some minutes to deal with. The best way to deal
with this monster is with heavy weapons like rockets and large guns. The
monster can lose almost half its health and still heal itself within seconds;
growing back lost eyes and tentacles. In the event that it loses too much
health, the octaking can teleport itself many kilometres away.
Name: Battlelord
Armor: healing factor, minimal plate armour
Weapons: laser gun and mortar
Training: 6-instinctive training, high level commander with great intelligence and a minimum of decades of combat experience.
Mobility: 3--no faster than a brisk human walk
Max range: light artillery range
Preferred range: melee to assault rifle range
Armor: healing factor, minimal plate armour
Weapons: laser gun and mortar
Training: 6-instinctive training, high level commander with great intelligence and a minimum of decades of combat experience.
Mobility: 3--no faster than a brisk human walk
Max range: light artillery range
Preferred range: melee to assault rifle range
A Battlelord is a high-ranking
alien commander that towers twenty feet over the battlefield and weighs almost
eight tons. As powerful as it is short tempered, the creature's strength is
legendary; able to toss around cars like basketballs. Battlelords have the job
of being front line generals of the cycloids; directing large numbers of troops
in the heat of battle.
Killing such a creature is
dangerous work and something only the most daring and heavily armed have
achieved.
Armaments:
Long range: Laser mini gun--this
high powered laser creatures eight barrels and at full power can deliver three
thousand laser bolts per minute. A high efficiency power plant inside the gun
ensures that the gun has a near infinite supply of ammo and tears through armor as easily as it does infantry.
Mortar attachment--The laser mini
gun has a mortar attachment which can be used to fire high angle explosive
shells down on enemy positions up to 600 meters away.
Defenses: The Battle lord has a
high rate of regeneration requiring only a extreme amount of firepower to put down for good or else a series of "nutshots".
Additional factors: The only good
thing about this creature is that it only moves as fast as a brisk walk. Beyond
that, it's smart, not easily fooled, experienced and likes stepping on small
enemies.
Armor: natural resilience, limited
healing factor
Training: 5--instinct driven,
lacks a battle lord's extensive experience but very smart
Mobility: 3--not faster than a
human jog
Max range: small artillery range
Preferred range: small artillery
range to assault rifle range
==LOADOUT==
A smaller juvenile version of the
Battlelord, the mini is not a creature to be laughed at. It is no less
motivated and bloodthirsty than its big brother.
Armaments :
Long range: Minigun with mortar
extension--While the mortar is the same as the big brother in terms of power
and range, the mini uses a powerful mini gun that fires one thousand bullets
per minute.
While deadly, this gun isn't as
deadly as the Battlelord's laser and less effective on energy shields. Still,
against armoured and unarmoured targets it's quite lethal. In addition, it is
able to carry thousands of rounds of ammo on its back so it won't run out
easily.
Defenses: The mini has very useful
regeneration, unfortunately it cannot come back from near death like the larger
Battlelord. the rate of regeneration is slower and has only a quarter of the
total health.
Additional factors: These
creatures are grown in cloning tanks and are more numerous than their larger
commanders. If all Battlelords are killed, worthy minis can metamorphosis into
full blown battle lords. The mini Battlelord doesn't need to be punched in the
coin purse to be killed.
Name: Cycloid Emperor
Armour: Heavy armour plating/regeneration
Training: 8--preprogrammed from birth to be the ultimate warriors and enhanced with cybernetics,
Weapon: rockets, melee attacks, electric attacks
Mobility: 4-7
Max range: assault rifle
Preferred range: melee
Armour: Heavy armour plating/regeneration
Training: 8--preprogrammed from birth to be the ultimate warriors and enhanced with cybernetics,
Weapon: rockets, melee attacks, electric attacks
Mobility: 4-7
Max range: assault rifle
Preferred range: melee
Cycloid Emperor's are the toughest
battlefield units that the Cycloids have to offer. The average one stands at
twenty feet tall and weigh almost ten tons with the biggest, strongest and
wisest of them assuming command of the combined Cycloid army. Their natural
biological power and resilience is further enhanced by massive cybernetic
implants. These powerful battlefield monsters can only be bred by the Cycloid
Empress, they cannot come from an Alien queen.
Armaments:
Long range: Devestator
rockets--powerful rapid fire rocket launchers implanted into the Emperor's
claws; with a rocket launcher built into both hands an Emperor can fire 180
rockets a minute.
Mid range: Electric shockwave--The
Cycloid Emperor sticks its claw into the ground and releases a twenty foot
radius shockwave of electricity that blows back or kills friendly and enemy
units alike.
Short range: Melee--Cycloid
Emperors are the physically strongest units in the cycloid forces; more
powerful than even a Battlelord.
Defence: In addition to having the
same near perfect regeneration as a Battlelord, a Cycloid Emperor has armour
heavy enough for a tank.
Additional factors: All Cycloid
Emperors are highly experienced and brilliant strategic and tactical leaders.
--Very, Very rare
--Very, Very rare
Name: Energy Leech
Armour: scales/natural resilience
Training: 5--instinct driven, non sentient
Weapon: mouth/energy bolts
Mobility: 6--fast swimmer
Max range: pistol range
preferred range: melee
Armour: scales/natural resilience
Training: 5--instinct driven, non sentient
Weapon: mouth/energy bolts
Mobility: 6--fast swimmer
Max range: pistol range
preferred range: melee
This aquatic unit is less a
soldier of the cycloids than a programmed, bred war animal. These creatures are
released enmass in enemy waters where they attack ships and destroy underwater
structures.
Armaments: Electric bolts--these
creatures fire electric bolts from their mouths which they use to stun prey and
destroy underwater electronics.
These creatures are ravenous,
growing from fish sized to over twenty meters long in a matter of hours. Their
insatiable appetite is usually enough to cause severe damage to most aquatic
ecosystems.
Name: Protector Drone
Armor: regeneration/agility/natural resilience
Weapon: claws and teeth/shrink ray
Mobility: 7-can leap thirty feet vertically from a standing position, runs fast enough to appear to be a blur to humans
Training: 7--instinct battle knowledge, highly intelligent,
Max range: assault rifle
Preferred range: pistol range
Armor: regeneration/agility/natural resilience
Weapon: claws and teeth/shrink ray
Mobility: 7-can leap thirty feet vertically from a standing position, runs fast enough to appear to be a blur to humans
Training: 7--instinct battle knowledge, highly intelligent,
Max range: assault rifle
Preferred range: pistol range
The Protector Drone is a
slim beige creature, somewhat humanoid in appearance but certainly very alien.
It has three red eyes, positioned just above a large mouth full of extremely
big teeth. On the top of its head is a small fleshy fin. It has large fleshy
fins sticking out of its shoulders and spikes on its elbows, and its ribcage
stands out prominently (it doesn't wear any clothing). It has large hands, with
three long sharp fingers per hand. Its legs are rippling with muscles, and each
foot has three large toes.
Despite its seemingly frail appearance,
the Protector Drone is very durable. It can survive two direct hits from
a rocket propelled grenade.
Armaments:
Long range: Shrink ray--With a ten
shot magazine, the protector is immune to its own weapon. It fires green energy
bolts which explode on contact and shrink a target turn into one tenth their
original size. Targets of certain size and toughness are immune (something
close to the Battlelord's size) but below that nearly anything can be shrunk
down to the size of a ken doll. There is a small amount of splash damage so
soldiers who stand within a five foot radius of someone shrunk will be shrunk
also.
**As a side note, shrink rays are
sometimes but not commonly carried by Assault Troopers and Assault Trooper
captains.
Close range: claws, teeth, acid
blood--When a Protector drone is killed, it spews in all directions a large
volume of green blood. This blood is both toxic and acidic and slippery when
left around in puddles.
==HERO UNITS==
Name: Cycloid Emperor
Height: 25'
Weight: 10 tons
Age: unknown
Type of Hero Bonus: combat bonus, strategic, diplomatic
Height: 25'
Weight: 10 tons
Age: unknown
Type of Hero Bonus: combat bonus, strategic, diplomatic
Classification: Supreme military
commander--The Cycloid is not the leader of the cycloids but he is in charge of
all military affairs and overall command of the Cycloid war machine. Of all the
Cycloid Emperors, this one was bred to be the best in his category, stronger,
smarter and more dangerous than any others in his category. His armour is
stronger, his strength is greater, his attacks more rapid and accurate. He's
bad news.
Long range: Devestator
rockets--Implanted into the Cycloid Emperor's cybernetic claws are upgraded
devastators. With both hands the Emperor can shoot about 360 rockets per
minute. These devastator rockets are the most powerful hand weapons in the
Cycloid arsenal with potent splash damage and armour piercing ability. These
rockets are accurate at assault rifle range but scatter at longer ranges.
The Cycloid Emperor never runs out
of ammo for his devastator because he has a device implanted in his body that
teleports new ammo into his weapon magazines. he can fire 69 rockets per hand
before needing to recharge his weapons.
Mid range: electric
shockwave--When surrounded, the Cycloid Emperor slams his metal claws into the
ground and creating an electric shockwave that can knock down or kill nearby
units within a thirty foot radius; friend or foe. The Cycloid Emperor can also
direct these shockwaves at a single enemy.
Backpack rockets--In assault rifle
to pistol range the Emperor's eye emits a targeting laser which guides a five
missile burst from his backpack. These rockets will then follow the laser;
making the weapon line of sight strictly.
Short range: Melee--the Cycloid
emperor is a ten ton heavily armoured cyborg which is further genetically
engineered for greater strength. His physical strength is mythological; far
surpassing a Battlelord.
Specials: personal rocket boosters
for greater combat agility
When the Emperor is injured
significantly or just in need of some breathing room, rocket thrusters on his
back allow him bursts of speed to either charge enemies or get out of the way.
When not using his rockets the Emperor moves at a fast human run.
Defense: armour plating,
regeneration--Like many of the highest ranking creatures, the Cycloid Emperor
regenerates damage. the armour on his body is heavy enough to belong to a tank
and deflects most damage. Somehow, attacking enemy units seems to speed his
regeneration. Like the Battlelord, the Cycloid Emperor can regenerate from near
death in seconds. The only way to kill him other than total destruction or
decapitation is to rip out the power cords in his two arms and the back of his
skull; something which requires great superhuman strength.
Additional factors: The Cycloid
Emperor has communications equipment built into his brain that allows him to
command his forces remotely and without any other comm systems nearby.
Despite looking like a large
savage beast, the Cycloid Emperor can be quite wily as a diplomat. In the last
Cycloid invasion, the Emperor convinced the President of the USA that the
cycloids only wanted peace even as a cycloid army tore apart Vegas and later
the whole Earth trying to kill Duke Nukem. Whether this was through shrewd
negotiations or mind control (or presidential stupidity) is unknown.
Name: Cycloid Empress
Height: 40'
Weight: 80 tons
Age: unknown
Designation: Faction Leader
Type of Hero Bonus: soldier spawning, creates Cycloid Emperors
Height: 40'
Weight: 80 tons
Age: unknown
Designation: Faction Leader
Type of Hero Bonus: soldier spawning, creates Cycloid Emperors
Alien Queens are only half alien,
the Alien Empress is the real thing. The Cycloid Empress is the mother and
leader of the entire cycloid species. All must bow before her, the Cycloid
Emperor is but her servant and she breeds them en-mass wherever they are
needed.
The Cycloid Empress stays far away
from combat. She usually settles down and starts to put out tentacles at a
massively fast rate; creating a giant central hive. She can set up anywhere, as
she was easily able to live on the surface of the moon during the worst of the
lunar day.
Inside her body, her ovaries can
produce pregnator eggs and every other kind of Cycloid unit in live births by
the tens of thousands daily where a queen could only produce thousands. The
exact number of troops she can produce isn't revealed in the game, but
According to General Graves, she could create a whole new army in a matter of
hours.
==LOADOUT==
Short range: barbed tentacles--The
Queen is like a tree, underneath her is an unspeakably big network of
tentacles. Some of those tentacles are barbed and can be used offensively.
Though most of the time she is guarded. Unlike Queens, small units spawned by
the Empress are fully armed and armoured; she cannot do this for the larger
units who need to be supplied technologically by cycloid factories.
Sometimes for long range she can also shoot Barbed spikes at foes.
Sometimes for long range she can also shoot Barbed spikes at foes.
Name: Santa Claus
Height: 6'
Weight: ~400?
Age: Hundreds of years
Classification: Corrupted present giver
Hero Bonus: Ruins Christmas, frontline hero.
Santa Claws was captured by the aliens and a group of Bad Elves known as the Feminist Elven Militia and they have brainwashed him so they can use him for their plans of world domination. Now instead of bringing joy and cheer he brings pain and death. Super Fast and agile (in game he can dodge many projectile based weapons), Santa Claus is a death dealer of the highest order.
Ranged:
--ShotGun:
--Rocket Launcher:
--Chaingun Cannon: See Pig Cop for all
Melee: Like Duke, Santa can kick people for an insane amount of damage.
Special: Jetpack: See Assault Trooper
--Steroids: The Steroids will double Santa's speed, and multiply the damage dealt by his melee attacks by four. Only lasts for a limited time.
Additional Factors:
--Demoralizes enemies: If he dies Christmas is ruined!
--Mind Controlled by Cycloids: May be possible to revert this.
---Huge Bag of presents: Given that in game these contain huge numbers of buffs and powerful weapons, it is in theory for Santa to pull presents from these to get a new gun or power up! Also probable that this counts as near unlimited ammo.
Height: 6'
Weight: ~400?
Age: Hundreds of years
Classification: Corrupted present giver
Hero Bonus: Ruins Christmas, frontline hero.
Santa Claws was captured by the aliens and a group of Bad Elves known as the Feminist Elven Militia and they have brainwashed him so they can use him for their plans of world domination. Now instead of bringing joy and cheer he brings pain and death. Super Fast and agile (in game he can dodge many projectile based weapons), Santa Claus is a death dealer of the highest order.
Ranged:
--ShotGun:
--Rocket Launcher:
--Chaingun Cannon: See Pig Cop for all
Melee: Like Duke, Santa can kick people for an insane amount of damage.
Special: Jetpack: See Assault Trooper
--Steroids: The Steroids will double Santa's speed, and multiply the damage dealt by his melee attacks by four. Only lasts for a limited time.
Additional Factors:
--Demoralizes enemies: If he dies Christmas is ruined!
--Mind Controlled by Cycloids: May be possible to revert this.
---Huge Bag of presents: Given that in game these contain huge numbers of buffs and powerful weapons, it is in theory for Santa to pull presents from these to get a new gun or power up! Also probable that this counts as near unlimited ammo.
==CAVALRY==
Name: Recon Patrol Vehicle
Weapon Type: laser weapon
Speed: 300 km per hour
Cavalry purposes: skirmishing and harassment
Classification: reverse engineered human vehicle, Hovercraft.
Weapon Type: laser weapon
Speed: 300 km per hour
Cavalry purposes: skirmishing and harassment
Classification: reverse engineered human vehicle, Hovercraft.
Originally belonging to the LAPD
during their invasion of earth, the cycloids took a liking to this high speed
speeder type vehicle. This low altitude craft makes up for maneuverability what
it lacks in armor easily able to dodge rockets and RPGs at all but the
closest of ranges.
Armament: twin light laser
guns--rapid fire
Defense: light kevlar and titanium
armour
Special Variants: The Bomber variant drops down grenades and toxic gas when it flies over enemy positions. The Gunship variant makes strafing versions with plasma attacks.
Special Variants: The Bomber variant drops down grenades and toxic gas when it flies over enemy positions. The Gunship variant makes strafing versions with plasma attacks.
Additional factors: When
destroyed, the craft is build so that the pilot survives all but the worst
crashes and explosions without a scratch. This is achieved by a jettison device
built into the pilot's seat.
== ARMOUR CATEGORY==
Name: Riot Tank
Armour Type: Heavy durasteel sloped plating
Speed: 40km per hour
Classification: one man anti-infantry tank
Armour Type: Heavy durasteel sloped plating
Speed: 40km per hour
Classification: one man anti-infantry tank
Basic Description: The Riot Tank
is a small armoured vehicle designed for a single driver. Its main body is a
frustum shape (a pyramid with the top cut off), with parallel sides, and is
coloured green. It is supported by two large caterpillar tracks, one per side.
Mounted on either side of the main body are two gun turrets, known as the Side
Guns. It also has two, white, rectangular headlights on the left/right sides of
the tank. At the front of the body is a large viewing window through which the
driver's face can be seen from behind transparent metal alloy.
==LOADOUT==
Armaments: Side guns--The side
guns are a pair of 40 millimetre automatic grenade launchers able to fire
grenades at at rate of three hundred per minute under optimal conditions. These
guns can fire independently of each other or fire in tandem at a single target.
The maximum range of these guns is two kilometres roughly.
Mortar: launched from the roof, the
mortar is a high angle artillery piece which can lob shells at infantry and
other structures from five kilometres away.
Additional factors: The Riot tank
was originally an LAPD riot tank which was adopted and adapted by the cycloids.
They gave their new vehicle much thicker armour than the original as well as
give it a long range hyper efficient alien engine. Frontal armour is nearly 100
millimetres thick and transparasteel face plate is more durable than any human
bulletproof glass.
The only downside is that this
tank is only good against light vehicles. Against heavier vehicles it finds
itself outmatched; heavy vehicles are usually assaulted by biological units.
Part of the reason for its
adoption by the cycloids is its simple and easy to manufacture design as well
as the jettison which can allow a driver to safely leave an exploding tank
fifty percent of the time. It has a surprisingly high ammo capacity for a
vehicle of its size.
Oh and there is a version of this that can be built and crewed by snowmen!
==AIR COMBAT==
Name: Cycloid fighter
Type of Aircraft: offensive
Fighter or Bomber: fighter
Armour type: light energy shielding
Weapon Type: automatic laser guns
Classification: front line high speed fighter
Type of Aircraft: offensive
Fighter or Bomber: fighter
Armour type: light energy shielding
Weapon Type: automatic laser guns
Classification: front line high speed fighter
Basic description: The Cycloid
fighters are lightly armoured but high speed and highly agile; faster and more maneuverable than some real world aircraft. Though their weapons are light,
their strength lies in numbers as the cycloids can manufacture these craft very
rapidly. They are easily shot down but good at evasive action and the pilots
have instinctive knowledge of how to fly from birth.
==LOADOUT==
Armaments: twin laser guns : See Assault Captains for lasers
Name: Mothership
Type of Aircraft: offensive
Fighter or Bomber: bomber/ground scorcher
Armour type: super heavy ship hull
Weapon Type: heavy laser cannons
Classification: capital ship/floating factory
Type of Aircraft: offensive
Fighter or Bomber: bomber/ground scorcher
Armour type: super heavy ship hull
Weapon Type: heavy laser cannons
Classification: capital ship/floating factory
Basic Description: The Mothership
is a huge city sized flying fortress that has three huge laser guns attached to
each side. It is responsible for carrying the majority of the aliens from
planet to planet but they are used regularly to destroy enemy cities rapidly.
It can produce a seemingly limitless amount of Alien Fighters and Dropships via
onboard factories.
==LOADOUT==
Armaments: Super heavy laser
cannons--These massive laser cannons were able reduce most of Las Vegas to
rubble in a matter of minutes and are lethal against enemy aircraft and ground
forces.
Additional factors: The mothership
is not very fast or maneuverable in atmosphere but is heavily armored and
armed and is always escorted by a swarm of fighters and gunships. The giant
laser guns on the side of the craft are the spaceship's only real weak point;
the Armour is thinnest there.
The onboard factory of the
mothership can produce 1 gunship or dropship every thirty seconds and spawns
batches of three fighters every thirty seconds.
Name: Gunship
Type of Aircraft: offensive
Fighter or Bomber: fighter
Armour type: heavy armour plating, light energy shields
Weapon Type: heavy laser cannons
Classification: heavy armour gunship
Type of Aircraft: offensive
Fighter or Bomber: fighter
Armour type: heavy armour plating, light energy shields
Weapon Type: heavy laser cannons
Classification: heavy armour gunship
Basic description: Acting as a
slower but heavier armoured version of the aliens' air force, the gunship
serves to support ground assaults and some ariel assaults. They are larger than
the Alien Fighters and also do more damage per shot with their lasers when compared
to the Alien Fighters. When shot at, they emit a blue electricity arc over the
entire ship. When heavily damaged, it will emit smoke.
The only way to kill it is to
shoot it with powerful weapons; they are totally immune to small arms
fire.
==LOADOUT==
Armaments: heavy laser weapons
Additional factors: like the
fighters, the gunship is prized for how fast it can roll off the assembly line.
Still, this high speed manufacturing owes more to simple design than shoddy
workmanship.
==MISC AIR UNITS==
Type of Aircraft: troop transport
Fighter or Bomber: neither
Armour type: heavy metal plating
Basic description: The Dropship is
a large alien flying vehicle that look similar to the Gunship. They have an
open hatch in the middle which allows them to deploy their load. They are
usually encountered dropping off Pig Cops, Assault Troopers, Assault Captains,
and Assault Enforcers. They do not have weapons of their own and can only be
shot down by heavy anti-air weapons; they are invulnerable to small arms.
Though they have the same armour
they are more agile and manoeuvrable than gunships. Like the gunship and
fighter its simple design lends to fast assembly line times.
==LOADOUT==
Armaments: none
==SUPPORT==
Name: Alien Queen
Armour type: biological armour plating
Type of support: produces replacement troops
Classification: three breasted breeding machine
Bonus: massive reinforcements bonus
Basic description: This thing is
ugly, no really, it's really ugly. A large, five story tall monster that is a
genetic mix of cycloid and whatever alien species the cycloids are currently
fighting; this creature is a living troop factory. Her head is very similar to
the cycloid Emperor, her lower body, which stretches through and out the Hive, is
that of an Octabrain. Her breasts and fingers on the claws are that of human.
It is notable that she apparently has the same energy inside of her body as the
Octabrains: upon being killed, it erupts in an explosion. It appears that the
Alien Queen is bred to be a quick way to establish a hive, as she was able to
completely cover a football stadium in freshly grown tentacles in 4-6 hours.
Alien Queen is the mother of all pregnators and the source of all organic alien
lifeforms of the Hive.
The Alien Queen produces a new
unit ever twenty-five seconds and full grown octabrains when under attack.
Under optimal conditions she can produce 3456 units per day.
==LOADOUT==
Armaments:
Long range: Psychic energy
blasts--much stronger than those of an octabrain
close range: crushing attacks from
her giant wing/claw/hands
Defense: heavy bone plate wings
Special purpose: The Alien Queen
is a breeder, no different from an ant or terminate queen. She lays thousands
of pregnator eggs in a given day and gives live birth to thousands of other
types of troops per day. Some units like Assault Commanders which require
cybernetic augmentation take longer to grow than Assault troopers while
Battlelords have the slowest rate of production of any biological unit; a few
hundred a day.
Additional factors: Once she has
settled down, the Queen is immobile so she must be heavily guarded in order to
ensure that troop production keeps going.
Originally she uses her tentacles to move about; later on these tentacles
grow to many kilometres in length and form the building blocks of a hive. All
the troops born by her are an automatic five as all their training is
instinctive from the womb or egg. She cannot however produce any mechanical
units.
She controls whether or not a mini
Battlelord can turn into a true Battlelord or whether an octabrain can become
an octaking as these larger units are more expensive to maintain and longer to
grow.
Armour: none
Type of Support: builder/grub
Classification: carnivorous grub
Bonus: construction bonus and traps prey
to make mating easier
Basic description: The Protozoid slimmer
hatches from an egg spawned by an alien queen. Eggs are large, oval and grey in
colour. Upon hatching a slimmer is born. The Protozoid Slimer is little more than
a green blob with a number of small tendrils around the sides. On the bottom of
the Protozoid Slimer is a large mouth lined with jagged teeth. It appears to
have a small brain floating inside its body. Protozoid Slimers' exact function
is alien hierarchy is unknown, though it seems they produce the green biomass
of alien hives, and could cover with it both structures and captured women.
==LOADOUT==
Armaments: Bite--It is a nasty
little creature. It may not seem very menacing from a distance, and indeed it
isn't, but when it has latched itself to your head and is biting your face off,
you'll think differently. These soft puddles of green goo are very stretchy,
and often swarm in great numbers and attack their enemy without warning by
dropping onto them from the ceiling.
Defensive: none
Special purpose: allows pregnators
to force themselves onto captive women. it can also cover enemy structures with
mucus that allows the alien queen's tentacles to cover it more easily. The slime
also indicates to the alien queen that it's safe to lay down tentacles in a
given spot.
Name : The Grays
Type of Support: Caster
Classification: Necromancer
Bonus: Brings fallen allies back to life.
Gray's resemble the well known grey aliens that are typically seen in popular culture and films and, more or less, have exactly the same appearance and it even has their distinctive features such as smooth grey skin, enlarged head and large eyes. Grays appear to be created as Hybrids by the main alien forces, and are kept in stasis on Earth as a secret weapon against humanity.
These creatures use weaker mental attacks then the Octabrains, however their main advantage is there ability to ressurect any fallen allies within the immediate vicinity, making this create great tactical aid.
-Variant: Gray Controler: This creature runs around in a hovercraft with shielding near invulnerable to infantry attacks, even heavy ones. ITs craft also has two giant and deadly crab-like pinchers
Additional Factors:
--Rare: They are a secret weapon, and not yet produced in massed numbers.
Name : The Grays
Type of Support: Caster
Classification: Necromancer
Bonus: Brings fallen allies back to life.
Gray's resemble the well known grey aliens that are typically seen in popular culture and films and, more or less, have exactly the same appearance and it even has their distinctive features such as smooth grey skin, enlarged head and large eyes. Grays appear to be created as Hybrids by the main alien forces, and are kept in stasis on Earth as a secret weapon against humanity.
These creatures use weaker mental attacks then the Octabrains, however their main advantage is there ability to ressurect any fallen allies within the immediate vicinity, making this create great tactical aid.
-Variant: Gray Controler: This creature runs around in a hovercraft with shielding near invulnerable to infantry attacks, even heavy ones. ITs craft also has two giant and deadly crab-like pinchers
Additional Factors:
--Rare: They are a secret weapon, and not yet produced in massed numbers.
==DEFENSIVE STRUCTURES==
Type: defensive turret
Armament: twin heavy lasers
Defense: titanium armour
Special: fast and easy to produce,
highly accurate for AA fire
==LOADOUT==
The Turret is the security
measure of choice. It is a fixed structure that fires laser blasts at any enemy
unfortunate enough to come into range (and it has a large range). Often used to
protect military installations, important areas, the Turret is often
mounted in inconspicuous places that make it hard to spot, most often on
ceilings and other overhead architecture. They inflict significant damage and
are deadly accurate; effective as both an AA-gun and anti-infantry/security
gun.
While a single Turret might not
pose much threat to heavy armour, they can be a nightmare for any tank
commander due to the sheer number of these the cycloids can field.
Name: shrink pad/anti-shrink pad
Type: defensive booby trap
Armament: shrink ray
Defence: none
Special: shrinks enemy infantry
and vehicles, can be used on friendly troops for spec ops missions
==LOADOUT==
This is a kind of special land
mind used by the cycloids. It has the appearance of a small, glittering patch
of biological materiel that any cycloid soldier can lay down on the ground. Any
who step on these pads will be shrunk down to one tenth of their original size.
Larger versions of these pads can
be used as anti-vehicle defences; similarly shrinking down even heavy armour
and its occupants to one tenth their ordinary size.
Larger shrink pads are needed for
larger enemies.
THe Cycloids have been known to
shrink down teams of special forces before sending them in for infiltration missions
and espionage. When they reach their mission objective, the shrunken cycloid
soldiers can unshrink with an anti-shrinking pad. These anti-shrinking pads are
carried on a soldier's person, grow to maturity in several minutes and then
proceed to transform the miniaturized cycloid soldiers to their regular size
and mass.
Shrinking pads can be placed
anywhere by almost any cycloid soldier, the downside is that enemy soldiers
with good intel can use anti-shrinking pads to cure themselves of their height disadvantage.
Name: Laser trip mines
Type: defensive mines/personal explosive device
Armament: explosive payload
Defense: none
Special: easy area denial for cycloid forces
Type: defensive mines/personal explosive device
Armament: explosive payload
Defense: none
Special: easy area denial for cycloid forces
==LOADOUT==
The Laser Tripmine can be placed
on any surface and is standard issue for nearly all cycloid troops. When
placed, it will emit a laser. If something touches the laser, the Tripmine will
explode, killing or harming whatever is in front of the Tripmine. As an added
bonus, tripmines can be stuck onto enemy soldiers and vehicles where it takes
three seconds to explode.
==FACTION LEADER==
Notable achievement: Little is
known about his conquests before earth.
But during his time at Earth the Cycloid emperor managed to totally wreck
the Earth Defence Force, wreck Las Vegas and all the while convince the
President of the USA he only wanted peace.
He was only stopped when Duke
Nukem killed him.
Personality: The Cycloid Emperor
is totally and utterly dedicated to the Cycloid Empress. He lives and dies by
her command and controls the Cycloid military only to give greater glory to
her. He is highly intelligent and an accomplished diplomat. Beyond that, he
doesn't have a personality as humans know it. He has no other concerns in life
except to command the Cycloid Military.
Style of Leader: Co-Commander
In theory, the Alien Empress is
the total leader of her race, however she gives the Cycloid Emperor all the
space he needs to run an efficient and effective war machine. Thus the Cycloid
Emperor has few checks on his power other than the queen.
X-FACTORS
Adaptive creativity: 65/100--The
Emperor is the leader of a swarming race, as such he frequently uses wave
attacks and superior numbers to win the day. His creativity is limited to
ordering his armies to assimilate enemy tech and to sabotage enemy efforts
behind the lines.
Tactics: 48/100--The Cycloid
Emperor rarely demonstrates finesse, when he does, it's usually to insert teams
of saboteurs and assassins deep behind enemy lines via teleportation or shrink
ray technology. Most of the time it's the frontal attack from all points with
overwhelming numbers. His extensive use of flanking maneuvers and cut off of
enemy retreats works well in his favour. Still repeatedly fails due to one man.
Strategy: 59/100--The Emperor is
very good at picking the opportune moment to strike. He often attacks the enemy after proper intel
is gathered and after enemy war efforts are weakened by sabotage and cyber
warfare. Though he can strike right away if sabotage isn't working.
Intuition: 50/100
Audacity: 69/100--The Emperor is
willing to die in order to further the greatness of his species, but his
audacity score is brought down by his conservative ways in battle and using the
same tactics too often.
Psychological warfare: 47/100--Not
terribly good here. Few acts of terrorism or propaganda to speak of.
Discipline: 60/100--Despite being
very intelligent, the Emperor can break out into a furious rage when his plans
are foiled enough. When this happens, he'll usually go to the front lines and
kill who or whatever is thwarting him, putting his whole command at risk.
Intelligence: 58/100--Very
Intelligent and able to coordinate vast armies, but suffers due to his orthodox
ways and just for the fact that he's smart but no genius. Get a point boost for
great diplomacy.
Leadership:95/100-- The Cycloids
are incapable of disobeying a direct order
Corruption: 66/100--The Emperor
lives only to further his species at any cost; he lives only to obey orders. .
==ARMY X-FACTORS==
Morale: 95/100--Cycloids are not
bright as a rule but they're driven by instinct from birth to serve their
Empress. They never retreat unless ordered to and will fight to the last man
Even when Duke Nukem slaughtered them by the hundreds, they never stopped
throwing themselves at him.
Logistics: 80/100--Cycloids have
fairly good logistics. They can easily replenish lost troops either through
alien Queens or add pig cop reinforcements to their ranks. Pregnators also
allow them to swell their ranks with ease. The Cycloid Empress is also able to
rapidly and easily breed Cycloids to survive in any environment unaided, from
sunny Las Vegas to the scorched surface of the earth's moon.
Espionage: 49/100--Cycloids score
low here. They are able to do diplomacy and they are adapt computer hackers,
able to turn human AI's against humanity and shut down entire computer networks
during their first invasion of Earth. They however lack any good espionage
units like other factions. The usefulness of being able to shrink and unshrink
insertion teams gives me a boost.
Discipline: 95/100--Repeat,
Cycloids are mindless and loyal and even the smart ones never back down unless
ordered to. Casualties mean nothing to them.
Overall intimidation: 71/100 (94/100 if female) --At
first they look just like any other generic alien army. The real horror starts
to set in when their enemies that the Cycloids rape the females of their
enemies to breed more units and that they multiply and breed at a staggering
rate. The Horror show escalates when military and law enforcement starts to
mutate into scary ass pig men. In fact, capturing women is a big part of the
cycloids MO.
Reinforcement rate: Very high
A single Alien Queen can breed
almost three and half thousand eggs in a day and still live birth thousands of
troops of varying types every day. The Empress can breed tens of thousands of
the same numbers. Some units like Battlelords and Cycloid Emperors are much
slower to breed but cloning tanks can make up the difference.
The cycloids will also have some
off world reinforcements, though it's unsure how many planets they hold.
Because I really don't know, I'll just say that they get reinforcements from
their occupation of Earth's Moon as well as occupied Earth.
Past foes:
The EDF: The Earth Defence force
is the united military of the Earth in Duke Nukem's world. The EDF has fought
the Cycloids twice and suffered devastating losses. In their first encounter,
the EDF was routed. In the second encounter, the EDF reverse engineered much
Cycloid technology and inflicted heavier losses on the Cycloids and lasted much
longer than prior. Both times, the EDF fought valiantly but were beaten by the
Cycloids.
Duke Nukem: He's the most hated
man in the Cycloid Empire for a reason. Single handedly, this superhumanly
strong, wise-ass warrior defeated the Empire and killed the Cycloid empress.
From Duke Nukem, the Cycloids gained experience about how to fight a plot
armoured goon with superhuman abilities. In the second Duke Nukem game, they
attacked Duke only before making sure that he would have no backup of any form.
Dr. Proton: A mad scientist from
Earth, Dr Proton hatched an insane scheme to use an army of cyborg Duke Nukem
Clones to defeat the Cycloids and conquer the world at the same time. Clashes between
Cycloids and the cyborg Dukinators were limited but the heavily armoured and
strong cyborgs fought Cycloid forces to a standstill. These cyborg clones had
roughly a similar reinforcement rate to the Cycloids before Duke Nukem
destroyed either faction.
Quantity vs Quality: Cycloids are
big on quantity. They breed rapidly and prefer to swarm their enemies. Their
technology is built around the twin concepts of reliability and fast building
time. True they do have some powerful units and very smart ones at that but
they would rather spend biomass and technology on huge swarms of grunts than
spamming it on high powered units.
Offensive vs. Defensive: Moderate Offensive:
The Cycloids have usually been shown to be on the constant attack, sending uncounted hordes at Earth in order to achieve full destruction. However when their queens are under the attack they fall back and attempt to defend. Also some portrayals have them only attacking when they feel the time is right, in contrast to massively aggressive races like the Orks.
Offensive vs. Defensive: Moderate Offensive:
The Cycloids have usually been shown to be on the constant attack, sending uncounted hordes at Earth in order to achieve full destruction. However when their queens are under the attack they fall back and attempt to defend. Also some portrayals have them only attacking when they feel the time is right, in contrast to massively aggressive races like the Orks.
==ADDITIONAL FACTORS==
Unlike other swarm creatures, the
Cycloids don't seem to rely on synapse creatures. When an Alien Queen is
killed, the Cycloids still fight on and move as fast as they can to replace a
killed Queen. The same goes for Battlelords and Cycloid Emperors, when they die
the rank and file continue to fight. It is possible that while some units have
psychic abilities, the race as a whole aren't psychically controlled but rather
through instinct like earth ants.
Only the death of the Empress was
able to defeat their empire for good.
Kill her and it all ends, all other units are replaceable.
-Hackers: The Cycloids have demonstrated themselves skilled hackers, so tech races better beware! They can even hack cyborgs and robots of other races.
Teleportation: some Cycloids have
the ability to teleport vast distances. They also have the technology to
teleport ammo to troops and vehicles in the field as well as the ability to
insert small teams of vehicles and troops behind enemy lines or within enemy
formations. They do not however seem to be able to teleport large amounts of
troops or vehicles. Only a few squads and vehicles seem to be teleported within
one "port."
--Zombie Plague: Duke Nukem Zero hour shows that the aliens can deploy a special virus that ONLY effects dead bodies to reanimate them and turn them into flesh hungering zombies. Though capable of wielding basic tools, these mostly just attack using their teeth and claws in methods reminiscent of Walking Dead or the original Dawn of the Dead. Though the original virus only effects dead bodies (don't question logic for this game!) those bitten by zombies would presumably turn given enough time. Furthermore they have shown the ability, through the Gray's, to reanimate their own troops.
Motivation: Strangely, the
Cycloids seem big on sex. Despite being hive born, they go out of their way to
breed/rape with females of other species with their pregnators. The more
attractive looking ones according to a species or culture are likely the first
to go; though who knows what standards of beauty the Cycloids share.
They are driven to expand their
species, Imperialism is their game.
==VICTORY GAINS==
Numbers: With their Alien Queens
and the help of their empress and cloning tanks, the Cycloids can greatly boost
their numbers in a short period of time.
DNA Absorption rate: High--While
they're not the Tyranids, the Cycloids do demonstrate the ability to use the
DNA take from females that they've mated with. They can also modify their units
in a variety of ways to make them more combat effective or have them survive in
diverse environments. In a hypothetical future, they had a "___cop" of almost a dozen animal variants!
Technological absorption:High--the
Cycloids don't seem to hesitate when stealing alien technology and are more
than eager to copy enemy vehicles and weapons. Anything useful or more deadly
than what they have they will reverse engineer in a heartbeat.
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