Thursday, June 13, 2013

Mental's Horde

==MENTAL'S HORDE==



Mental's Horde isn't' a species, but rather an eclectic collection of aliens, mutants, undead and just about every kind of aberration under the sun. Leading this galactic freak show is the enigmatic Lord Mental; an ancient alien being of unspeakable power who's a few clowns short of a circus.

Those who face Mental had better have a strong stomach as they fight enemies who defy the laws of nature and logic; bullets will fly and people are going to die on both sides. But one way or another, things are about to get serious. For Mental is in this tournament for one insane purpose only; to exterminate all life everywhere. 


==RECONNAISSANCE==


To aid him in this tournament, Mental has hijacked helicopters to scour the skies and battleships which can teleport across whole continents.

Seagull fighters and attack helicopters have a stealth coating which allows them to fly under enemy scanners.

In addition to this, he has the Scythian Witch Harpies to scout the skies, the Witch Brides of Achriman to teleport in and out of enemy encampments and finally the Seagull Fighter has a stealth coating to protect it from enemy detectors.

==SPECIAL FACTORS==

Mental's forces are all equipped with techno-magic ammo replenishers; giving them all an infinite supply of ammo. Never once are Mental's forces seen running out of ammo.

Also, when killed Mental's soldiers and machines crumble into dust and blow away in the wind. Very rarely, one of the beheaded soldiers will be dismembered or blown up and for whatever reason it won't crumble into dust; only its equipment and guns.  But all of the bigger units turn into dust and blow away when killed without exception. 



The moment a soldier or vehicle of Mental is killed, it will start to crumble right away and in many cases they won't even have the chance to hit the floor.

==INFANTRY==

Name: Beheaded Rocketeer

Armour: None
Weapon Type: Magic rocket
Max range: assault rifle
Preferred Range: assault rifle
Training: 5--downloaded programming
Mobility: 4
Classification: basic grunt
Basic description:  Executed enemy soldier turned cyber zombie

The beheaded Rocketeer is an decapitated enemy soldier whose dead body was taken by Mental's engineers and fitted with a Life Control unit or LCU. In place of the head, the life control unit controls bodily functions, gives it vision and vocal synthesis. Rocketeers are some of the most abundant of Mental's forces.  Not very strong or smart by themselves, their numbers allow them to overwhelm most foes.

Ranged: Magic Rocket launcher--As per their name, Beheaded Rocketeers are equipped with a low powered magic missile launcher. Their rockets are slow, only about fifty feet per second and their guns are semi-automatic with a five round clip. However these creatures have a techno-magic ammo replenisher built into their gun; giving them an infinite supply of ammo on the battlefield.

Melee: Kick/Punch--The LCU on a headless Rocketeer doesn't make them very smart but they have rudimentary close quarters combat programming. While they're not Bruce lee, they're deadlier than a Tau warrior at melee and physically strong by human standards.

Variants: Some of these headless soldiers are built with a buzz saw on top of their shoulders where their head used to be. These will be rare at first but gradually more and more Beheaded Rocketeers will be built with buzz saws.

Additional factors: Beheaded Rocketeers do not feel fear and are totally mindless. If programmed to, they will wait in one spot indefinitely until an enemy approaches or until they are commanded otherwise.  They can be reprogrammed rapidly to fulfill different mission objectives from Mental's headquarters. They are often used as bait for traps; when an enemy kills a lone Rocketeer several stronger enemies will teleport in and ambush that foe.

The LCU maintains their organs and tissues, replacing the need for food, water or oxygen. They also function very well in cold weather

As a small mercy to their enemies, their aim is mediocre at best. Due to the magic nature of their guns, Beheaded Rocketeers are immune to damage from the weapons of their fellow Rocketeers.


Name: Beheaded Firecracker

Armour: none
Weapon Type: magic missile/chainsaw
Max range: submachine gun
Preferred Range: submachinegun
Training: 5--downloaded programming
Mobility: 4
Classification: lightweight front line skirmisher
Basic description:  executed soldier turned cyber zombie

The Beheaded Firecracker is a slightly more advanced version of the Rocketeer. It is programmed to attack enemies from a position of elevation Unlike the Rocketeer, the Beheaded Firecracker uses its own severed head as a weapon to fire magic missiles. Aside from a difference in weapons and tactics, it's essentially the same as the Beheaded Firecracker in nearly every way. It is controlled by an LCU and is an expendable soldier of Mental's Horde.

==LOADOUT==

Long range: Magic missile launcher--As mentioned before, the Firecracker uses its own severed head to fire a spread of five magic missiles which spread out and quickly follow the ground until they hit something. These missiles can slide along walls if they hit it as a low angle. Unlike the Rocketeer's gun, they never need to reload their weapon and can fire a spread of rockets every five seconds. A techno-magic ammo replenisher gives their head weapon infinite ammo. Their relatively weak magic missiles are compensated by their large numbers.

Melee range: Beheaded Firecrackers are equipped standard issue with a small chainsaw powered by a mini fusion reactor. The Fusion reactors lasts almost forever but the chainsaw needs maintenance every six months after heavy and continual use.

Additional Factors:

Beheaded Firecrackers are immune to magical missiles from other firecrackers as well as those of Beheaded Rocketeers.

The magic missiles they fire are very quiet compared to Beheaded Rocketeers; enemies might not know they're being fired at until it's too late. Also, the rockets used by Firecrackers are twice as fast as those of Rocketeers. Still it is possible even for humanoid enemies to dodge and they don't travel too fast. 

Life control unit: See Beheaded firecracker

As a final note, Beheaded Firecracker are fewer in number than Rocketeers.


Name: Cloned Rifleman

Armour: Light Kevlar
Weapon Type: Assault Rifle
Max range: 600 meters
Preferred Range: 300 meters
Training: 5--pre-programmed
Mobility: 4
Classification: Formation rifleman
Basic description:  cybernetic human clone

The Rifleman is a cloned human soldier with cybernetic implants to improve performance. An implanted LCU augments the organic brain and allows it to directly receive orders from Mental's headquarters. The LCU also maintains tissues and body structures, removing the need for food and water but the unit still requires oxygen to function.

Most parts of the skin have been damaged by acid and high temperature from the implantation and manufacturing process; contributing to an overall ghoulish appearance. However they are incapable of feeling pain and blindly attack targets; they are immune to fear and know only to obey.

They are some of they most common soldiers in Mental's army and are often deployed in formations alongside Cloned Shotgunners.

==LOADOUT==

Long range: True to their name, Cloned Riflemen are armed with the M29 Infantry Assault Rifle; one of the most common weapons used by the human forces fighting Mental. The gun has a rate of fire of seven hundred to nine hundred bullets per minute with variable fire selector or going into three round burst mode.  It is equipped with a holographic sight for accuracy and uses a forty round magazine. The M29 is known for its accuracy and rugged reliability, which is why Mental began manufacturing it for his forces.

For ammunition, the M29 uses 5.56 mm tungsten flechette rounds that give impressive penetration against most infantry armour and even some light vehicles.

At long range, they fire their weapon in three round bursts, at medium range they shoot in five round controlled bursts. At close range, Riflemen will fire their guns in fifteen round bursts.

Melee: Hand to hand-- The clones are physically very strong but have only rudimentary CQC knowledge at best, kicking or punching enemies who get too close.

Defence: The cloned shotgunner is given knee pads and light Kevlar armour to protect the Torso. This Kevlar armour is more than ample to protect the gunner from civilians small arms fire; but against military grade weapons the kevlar armour won't last long. A few bullets from an armour piercing gun will kill the gunner easily.

Additional Factors: Cloned Riflemen are not very smart at all and only blindly attack targets. They can be programmed to march in formation or fight in long lines but they're pretty close to zombie intelligence; they're mindless.

They abundant but still not as common as Beheaded Rocketeers.

Scanners and sensors implanted in the head allow the Cloned Rifleman to see perfectly in pitch darkness and fog/smoke. It can also detect invisible units but it qualified only as a low level detector unit, so better stealth units can avoid them. 

Despite their low intelligence, they are highly accurate shots at all ranges. 

Name: Cloned Shotgunner

Armour: Light Kevlar
Weapon Type: Shotgun
Max range: 55 meters
Preferred range:  20 meters
Training: 5--pre programmed
Mobility: 4
Classification: Frontline shotgun support
Basic Description: Cybernetic human clone

The Cloned Shotgunner is identical to the Cloned Rifleman in every way except for the weapon it is equipped with. They are close range soldiers who work in tandem with Cloned Riflemen. When killed they will sometimes on rare occasions drop their shotgun before it can disintegrate with them.

==LOADOUT==

Medium range: 12 Guage Pump-Action Shotgun. This is one of the most basic weapons used by the human armies fighting Mental. Its ability to do devastating damage at medium and close range caused Mental to adopt the weapon for himself.

For reliability, the 12 gauge is exemplary and requires little maintenance in any weather or conditions. It can fire when buried in mud for a year and the black matte paint job reduces visibility to enemies.

The Shotgun weight 3.82 kilograms, has a ghost ring sight and a ten round magazine.

Melee: See Cloned Rifleman

Defence: See Cloned Rifleman.

Additional Factors: See cloned Rifleman

Name: Headless Kamikaze

Armour: none
Weapon Type: self destruct
Max range: 15 meters
Preferred range:  melee
Training: 1--very crude programming
Mobility: 5--runs at human sprint but never seems to tire
Classification: Suicide bomber
Basic Description: executed soldier turned cyber zombie

What looks like a headless man with bombs for hands is the Headless Kamikaze, one of the most well known and feared of Mental's minions. It's less a soldier than it is a walking, screaming explosive device. The LCU controlling the Kamikaze has only basic programming; it cannot discern obstacles, only some cliff faces or sheer drops. Frequently they run into fields of friendly fire

Kamikazes are deployed alongside long range units where they serve to distract enemy long range units and sow fear and scatter the enemy with their powerful explosions and blood curdling screaming. When they are within five to six feet of an enemy, they detonate.

Kamikazes also explode when killed, so killing a group of clustered ones will lead to a massive chain reaction. Hence they tend to run with a little distance between them.

These are particularly effective at destroying enemy morale as Mental commonly teleports them behind enemy lines, inside enemy fortifications and in enemy formations where their trademark screaming is the last thing that many soldiers ever hear. They are also an effective counter to any melee units that some armies are fielding.

==LOADOUT==

Armaments: Fragmentation bombs--The Kamikaze's hands have been surgically replaced with two basic but powerful fragmentation bombs. They will detonate when the creature is killed or when it gets close enough to a target.

Additional factors: Though basic, the Kamikaze's programming is sufficient to tell friend from foe.

Also, a single bullet from a small arms gun if low powered enough can wound a Kamikaze without detonating it. This can be used by enemy soldiers running from Kamikazes to buy them some space.


Name: Gnaar

Armour: thick hide
Weapon Type: fists/teeth
Max range: melee
Preferred range:  melee
Training: 2--trained war animal
Mobility: 4--very fast knuckle walking/running gives them good speed
Classification: meat shield
Basic Description: omnivorous mammal from Sirius

The Gnaar is another common creature of Mental's Horde. An omnivorous mammal from the Sirius Star system, Mental has trained these creatures to act as meat shields for the rest of his army.

Gnaars are large, muscular creatures about eight feet tall and heavily muscled. They are characterized by a single large eye in the middle of the torso, right above their gaping mouth that contains several rows of teeth.

Males are smaller than the green females, usually coloured purple but are no less aggressive in their attacks.

In war zones, Gnaars will eat anything; ranging from garbage to plant life to rotting corpses. They're not picky eaters and are easy to feed and don't need much water.

==LOADOUT==

Long range: none

Melee: Fists/teeth--Gnaars have several rows of teeth and their saliva is filled with bacteria from their foul diet. However they rarely bite as their bite power isn't very strong. Normally they rely on their fists to kill foes and they are very effective at this. Due to their massive musculature and weight, it is ill advised for unarmed humans to tangle with them.

Additional factors:

There are several variants of Gnaars.

Levitating Gnaar: This gnaar is limbless and uses some unknown means to fly around the battlefield. This version uses its bite exclusively to attack, unlike other Gnaar; and it has a stronger than average bite.

Invisible Gnaar: Just like their name, these Gnaar are nigh invisible. They can only be seen by a vague outline and at very close range their one eye is partially visible.

Invisible Levitating Gnaar: A mix of the earlier two breeds of Gnaar, these are particularly troublesome as they often catch enemies off guard. Again, this has a stronger than average bite power for a Gnaar.

Name: Common Aludran Reptiloid

Armour: Durable scales
Weapon Type: magic projectiles
Max range: sniper range
Preferred range:  sniper to assault rifle
Training: 3--trained in magic by Mental
Mobility: 3--doesn't move faster than a human jog but can climb sheer surfaces
Classification: Long range attack unit
Basic Description: Haxapodal repto-mammal

The Aludran Reptiloid of the common type is a four armed, fifteen foot tall primitive alien from a distant planet who've agreed to work for Mental in exchange for spell casting. Though not very fast, they are able to climb vertical surfaces in a gekko like manner and usually attack from atop elevated positions at long range.

==LOADOUT==

Long range: Magic fireballs--The Reptiloid is able to conjure and fire balls of magic fire with homing abilities. These magic fireballs are very accurate but can be avoided at long distances or shot down. If they miss a target, a magic fireballs will double around and try to hit the target again. The Reptiloid fires these magic projectiles at a rate of one per ten seconds.

Melee: Punching--Though cold blooded and not very fast they are very physically strong and can kill a human with one blow of their four arms.

Defence: though not a perfect defence, the scales of an Aludran Reptiloid are very protective against small arms fire. They are vulnerable to direct energy weapons but against projectiles their scales do well enough.

Additional factors: Due to being ectothermic, Common Reptiloids fare poorly in cold weather but thrive in hot or desert climates; able to go for long periods without water.


Name: Adult Arachnoid

Armour: chitin exoskeleton/plate armour
Weapon Type: minigun
Max range: 700 meters
Preferred range:  assault rifle
Training: 3
Mobility: 4--can scale walls and vertical surfaces
Classification: heavy machine-gun infantry
Basic Description: juvenile arthropod alien

The Arachnoids are a race of primitive holy warriors who serve Mental unquestioningly as their god.  These fearsome Scorpion like aliens not only boast venomous tail stingers and lethal scorpion claws but also are armed with twin mini guns.

These creatures hail from a very violent culture where struggles for dominance are routine. These creatures are primitive, roughly on the same mental level as our ancestor Homo Habilis; this however only makes more vicious and fanatical in its primitive religion. Their primitive nervous system has not stopped them from being dangerous and unstoppable warriors in the name of Mental.

==LOADOUT==

Long range: Dual mini guns--Adult Arachnoids have a pair of powerful heavy machine-guns implanted into their scorpion claws. They are extremely accurate with these guns from long range and never run out of ammo. Their attack pattern is to fire twenty bullet bursts from either hand unless they are injured or cornered; then they will unleash long streams of bullets.

The bullets in their gun have powerful armour piercing ability and in the game Serious Sam: BFE the bullets cut through the thick stone of Egyptian ruins like it's not even there.

Melee: Claws/tail--The tails of the Adult Arachnoids are filled with a powerful venom which can incapacitate and kill creatures many times their size; however they can only sting twenty times before their body needs to rest and replenish their venom supply.

Likewise, thanks to their large size, their pincers can be used to rip apart smaller enemies or hold down larger ones.

Defence: Their chitin exoskeletons are very resistant to small arms projectiles, but this is further enhanced by metal battle armour created by Mental's engineers which covers their humanoid torsos and heads as well as their legs.

Name: Hatchling Arachnoid

Armour: chitin exoskeleton
Weapon Type: mini-gun
Maximum range: 700 meters
Preferred range: assault rifle range
Training: 3
Mobility: 4--can scale walls
Classification: juvenile conscript
Basic Description:  holy warrior arachnoid alien

As the war with Earth Dragged on, the Arachnoid race was stretched thin to provide more and more troops. Due to their young age, they lack the venom of the adults and have no armour provided to them.

Since their pincers were too small, one was cut off and surgically replaced with a mini gun. Though smaller and weaker than an adult, in numbers they're even more dangerous and even bit as fanatical as their older counterparts.

==LOADOUT==

Long range: Minigun--See Adult arachnoid. 

Melee: Pincers/stinger: See Adult Arachnoid but without any venom.


Name: Cucurbito the Pumpkin

Armour: none
Weapon Type: Chainsaw
Maximum range: lunging distance
Preferred range: melee
Training: 5--genetically programmed
Mobility: 4
Classification: melee trooper
Basic description: genetically engineered monstrosity

The Cucurbito is one of the more outlandish units in Mental's army. The Creature itself resembles a muscular, Pumpkin headed man with a chainsaw and in fact it was genetically engineered from a copy of Lumberjack Digest, a Smashing Pumpkins Album and a VHS of the Burt Reynolds Movie Deliverance; and I'm not making any of that up.

With their glowing eyes and mouths and screaming chainsaws, Cucurbitos are certainly formidable in more than one way.

==LOADOUT==

Melee: P-lah chainsaw: The P-Lah is powered by a micro-fusion unit which can provide 1000 years of power. The chainsaw is highly durable, able to saw through armour and metal as well as flesh and bone though the parts must be replaced every six months.

The blade of the saw itself is about six feet long, much longer than most conventional chainsaws. In battle, Cucurbitos charge at their enemies with their saws at full tilt and raise them over their heads in close range for a devastating downward sweep.

Additional factors; The Cucurbitos seem to function well in cold weather despite being part squash. In the level of the game, Land of the Damned, Cucurbitos functioned in weather in excess of minus twenty degrees Celsius.




Name: Scrapjack

Armour: natural resilience
Weapon Type: rocket launchers
Maximum range: 950 meters
Preferred range: 950 meters
Training: 5-pre programmed
Mobility: 2--very fat and slow, not faster than a brisk human walk
Classification: Heavy weapons deployment
Basic description: recycled cyber zombie

The Scrapjack is what happens to Mental's soldiers when their bodies are too badly damaged to be brought back through necromancy. KIA units in Mental's army as well as dead enemy soldiers are chopped up and recycled to be brought back as the Scrapjack.

Scrapjacks take the appearance of a bloated, grotesque creature with rocket launcher's for arms and three selectable heads sewn together into one with three different behaviours to choose from: raging from passive long range attack, berserk rage characterized by rapid fire and a melee program.


==LOADOUT==

Long range: Rocket launchers--The Scrapjack's arms are replaced with two powerful rocket launchers which are effective both at killing  light ground vehicles and are accurate enough to shoot down aircraft.

When in rage mode, a Scrapjack can fire rockets at a rate of almost six per second in rapid fire bursts which devastate infantry and vehicles alike.

Melee: Strengh--While Scrapjacks have only limited intelligence their massive strength means that they pack a devastating melee attack by either stomping on enemies or clubbing them with their rocket launcher arms.

Defence: While it looks like it's been haphazardly sewn together, a Scrapjack is quite hard to kill. They've been shown to be able to tank multiple rocket launcher hits from enemy forces despite being totally unarmoured.

When wounded, sometimes a Scrapjack's homemade nervous system will go into shock and it will freeze up for a few seconds. In this time, it's possible for a strong enemy soldier to rip off the Scrapjack's skull and kill it; though it takes a great deal of firepower to stun, let alone kill a Scrapjack.

Additional factors: Scrapjacks are not very bright, but they're smart enough to laugh tauntingly when an enemy near them has been killed.

Due to their programmed nature, Scrapjacks are incapable of fear and their shoddy anatomy is incapable of feeling pain.

Name: Juvenile Antaresian Spider

Armour: chitin exoskeleton
Weapon Type: acid spit, fangs
Maximum range: pistol range
Preferred range: melee
Training: 5--instinctive
Mobility: 4--slightly slower than a human but can climb walls and ceilings
Classification: war animal
Basic description: ranged/melee units with small ambush applications

These large frightening organisms hail from Antares Prime in the heart of the Scorpio constellation. Antares Prime orbits a super red giant and the planet itself is full of supermassive plants and organisms to match. From this world, Mental took these creatures and deployed them on the front lines of whatever battlefield his army happened to be fighting.

The Juvenile Antaresain Spiders are about human sized and are known for their ability to burrow in loose soil, mud or sand; where they can wait for hours or even days for enemy soldiers and prey to approach.

Despite being Juveniles, these creatures seem to be fully reproductive. By the time of Mental's invasion of Earth, nearly all of Cairo is seeded with the egg pods of these spiders. So they're able to replenish their numbers and invade foreign ecosystems in a very short span of time.

==LOADOUT==

Armaments:

Long range: Poison Spit--The creatures have glands in their abdomens which fire poison slime at enemies at a range of about fifty feet. Not useful against vehicles or non organic soldiers, the poison slime is capable of poisoning, paralyzing and blinding enemies.

Melee: Bite--The spiders have very strong jaws with very sharp teeth, helping them bite and hold prey in place they have razor sharp pedipalps.

Defence: Their chitin carapace will not stand up long to heavy gunfire but it is sturdy enough that a group of them can live long enough under gunfire to swarm and devour enemy troops.


Name: Hatchling Antaresian Spider

Armour: chitin armour
Weapon Type: acid spit, fangs
Maximum range: assault rifle
Preferred range: melee
Training: 5--instinct
Mobility: 3--slower than a Juvenile
Classification: war animal
Basic description: small ambush unit

Juvenile Anartesian Spiders lay down innumerable egg pods in a battle. After a certain amount of time or when loud noises like gunfire and explosives go off, hatchling Anartesian Spiders are born. These creatures are much smaller than the Juveniles and lack the immense bite power of the older ones. None the Less, they too can burrow in loose soil and ambush enemies. And should not be underestimated.

==LOADOUT==

Long range: See Juvenile Antaresian Spider

Melee--Bite--But they lack the pedipalps of their older cousins.

Defence; Their chitin armour is much weaker than the juveniles and they can easily be destroyed with a single bullet.

Name: Aurigan Cave Demon

Armour: none
Weapon Type: claws and teeth
Maximum range: lunging range
Preferred range: lunging range
Training: 5-instinct
Mobility: 7--powerful jumper and able to climb vertical surfaces
Classification: Nocturnal skirmisher
Basic description: carnivorous space monkey

Noctural predators from a distant world, these differ from other soldiers in Mental's army in that they never attack a target head on. Instead, these creatures prefer to climb pillars, trees or other elevated surfaces and then pounce on a target when their back in turned. Their ability to leap fifty feet horizontally and thirty feet vertically means that if a target does become aware of them, they can jump away rapidly and avoid personal danger.

These creatures attack enemies at night or in dark places, serving as a harassing force for Mental.

==LOADOUT==

Long range: teeth and claws lunge--Cave Demons have a very powerful bite and very sharp claws. Their bite power is roughly comparable to a powerful doberman or other sized earth predator.

Additional factors: Despite being nocturnal, they can be commanded by Mental to attack in the daytime or in bright light; but they still are never seen taking the head on attack.



Name: Chimputee

Armour: none
Weapon Type: grenade launcher
Maximum range: assault rifle
Preferred range: assault rifle
Training: 5--mind controlled
Mobility: 6--flying infantry
Classification: High speed flying infantry  
Basic description: cybernetic ally altered chimpanzee

The Chimputee is what happens when Mental's scientists took ordinary earth chimps, replaced their legs with jet thrusters, implanted with mind control chips and given stylish sunglasses. While not very smart, they're programmed by Mental to be very aggressive and they aren't bad shots with their weapons.

Chimputees are normally seen attacking in squads of ten to twenty and normally provide support for other units in mental's army. When killed, a Chimputee will explode, hence when they're fatally wounded they attempt to kamikaze the enemy that ended them.

==LOADOUT==

Long range: Grenade launcher--The Chimputee is armed with a revolver style grenade launcher that fires specialized banana grenades which are no less lethal than a normal 40mm grenade. The grenade launcher has a muzzle velocity of seventy six meters per second with a maximum range of four hundred meters. The Banana grenades loaded into the gun are in fact high explosive anti-personell fragmentation rounds.

Melee--Bayonet Ax: The Chimputee's grenade launch has an ax bolted to the front of its weapon; acting as sort of a hacking bayonet. chimputees are very strong, about three times the strength of a very fit human male. Hence they can swing their axe with a great deal of force.

Additional factors: The sunglasses on the Chimputee are just for show and nobody really knows why Mental supplies them with it.


Name: Femikaze

Armour: None
Weapon Type: self destruct
Maximum range: 30 feet
Preferred range: melee
Training: 1--crude programming
Mobility: 6
Classification: suicide bomber
Basic description: decapitated topless woman cyber zombie

Mental is of the mind that if you can't make it better, make it bigger. Thus the Femikaze was born. The exact process for making these creatures is unknown. Their physical appearance is that of a ten foot tall topless woman who's holding two bombs directly over her breasts. She runs with a high pitched feminine scream and behaves exactly like a normal Headless Kamikaze.

Due to their size, they are bigger targets than Headless Kamikazes, but Femikazes are much faster and have much more powerful explosives attached to them.

==LOADOUT==

Armaments: Bombs--Simple but highly powerful fragmentation bombs.

Additional factors: Despite wearing high heeled shoes, they can still run faster than the finest Olympians.


Name: Vuvuzelator 

Armour: none
Weapon Type: sonic weapons
Maximum range: shotgun range
Preferred range: shotgun range
Training: 55-magically controlled
Mobility: 4
Classification: medium range sonic weapons platform
Basic description: pancake monster.

The Vevuzelator is easily one of the more random creatures bred to fight Mental. It is basically a fanged pile of pancakes created by magic with forks for legs and multiple plastic horns called vevuzelators sticking out of its body at random places.

The creature plays music out of these horns which does not harm Mental's horde but does harm the enemies of the horde.

==LOADOUT==

Medium range: Vevulelators--A vevuzelator's plastic horns play music which hurts enemies within a fifty foot radius. Enemies at the outer edge of the radius will experience bleeding from the delicate tissues and the ears; more delicate mechanical equipment will start to malfunction.

The closer a target is to the Vevuzelator, the damage will grow exponentially. Within twenty five feet of a Vevuzelator, targets will experience major brain haemorrhaging and severe internal bleeding from almost all the body's organs. At close range, glass will shatter and instruments will blow out. Anything closer than that and only the most hardened of infantry will be able to survive.

Melee--Self destruct: When it has taken enough damage, a Vevuzelator will start to play its music at a higher and higher pitch; causing damage to friendly units. Then with its last moments of life, it will charge a kamikaze run at the nearest enemy and detonate in a blast of deadly shrapnel and shitty music.

Additional factors: A Vevuzelator is not very strong and won't need much gunfire to bring down. Hence it needs protection from other units in Mental's army.

And while it has no bearing on their combat effectiveness, Vevuzelators defecate maple syrup; so enemy soldiers will soon learn to associate the smell of pancakes and random puddles of maple syrup with death by music.

Also, the very existence of the Vevulelator opens up the possibility of Mental making more flour/bread/ based enemies. 


Name: Atlantean

Armour: fish like scales
Weapon Type: plasma launcher
Maximum range: assault rifle
Preferred range: assault rifle
Training: 5--mind controlled and brainwashed
Mobility: 4
Classification: Amphibious soldier
Basic description: Ancient undersea monster

The Atanteans were once a powerful and advanced civilization until Mental took them over. Those he didn't murder outright were lobotomized and brainwashed to serve him mindlessly. These creatures are powerful swimmers and are Mental's go to aquatic troops.

==LOADOUT==

Armaments:

Long range: Plasma launcher--Atlanteans are equipped with a writst mounted rapid fire plasma launcher that is capable of working as well in water as on land.

Melee--Atlanteans have two powerful tentacles tipped in bone spikes on their back. Caution is advised

Name: Octochop

Armour: none
Weapon Type: blades
Maximum range: lunging range
Preferred range: melee
Training: 5--computer programmed
Mobility: 7--powerful leaper
Classification: anti-infantry unit
Basic description: cyborg octopus

The Octochop was the creation of the Atlanteans as part of their war effort against mental. The beast is a large octopus with its eight legs replaced with mechanical ones made out of almost indestructible blades. When Atlantis was defeated, Mental incorporated the Octochop into his fighting forces.

Due it its high speed and aggressive nature, the Octochop should be first priority for any enemy forces facing Mental.

==LOADOUT==

Armaments:

Melee: Blade arms--The Octochop's original arms were replaced with arms made entirely of metal blades. Their only attack is to leap into masses of infantry and shred them to pieces. The blades are hard and sharp enough that they pose a threat to light and even medium enemy vehicles. In groups, they can even bring down very heavy enemy armour. The creatures are able to leap about fifty feet in a single bound and are known to be able to leap multiple times in a row without ever tiring.

Defence: While not technically armoured, the blades are nigh impossible to destroy and the original octopus's hardy nervous system means that it can take a great deal of gunfire and damage before dying. Even focusing soley on the fleshy octopus head can take time to kill the beast; giving it enough time to slay its attackers.

Additional factors: Octochops are powerful swimmers but they've been genetically engineered to be able to survive on land for long periods of time.

Name: Carcinus Lurker

Armour: chitin armour
Weapon Type: laser beam/pincers
Maximum range: assault rifle
Preferred range: assault rifle
Training: 5--mind control chip in its brain
Mobility: 4
Classification: melee/ranged hybrid soldier
Basic description: ancient sea monster

The Carcinus Lurker is a large man sized crustacean whose species was the original police force of Atlantis. When Mental conquered the lost Empire, he implanted the Lurkers with mind control chips and now they're his loyal slaves.

Lurkers are highly aggressive foes who none the less, hang back and first soften up an enemy with long range attacks. They are powerful underwater soldiers but can survive on land for long periods of time.

==LOADOUT==

Armamaents:

Long range: Laser eye--The Carcinus Lurker has the ability to shoot a powerful laser beam out of its single eye. It is highly accurate with this laser.

Melee: pincers--When an enemy gets too close or have been weakened at long range, Lurkers will tear apart a foe with their sharp, powerful pincers and spiked legs.

Name: Floater

Armour: light metal alloy
Weapon Type: laser/melee
Maximum range: assault rifle
Preferred range: assault rifle
Training: 5-programmed
Mobility: 6--fast flyer
Classification: harassing unit
Basic description: cheap, disposable robot

The Floater is a cheap and easy to mass produce robot which resembles a flying metal eyeball with jet thrusters on the sides of it. In singes they use their speed and small size to provide harassment action and in numbers they are deployed in front lines as cannon fodder.

==LOADOUT==

Armaments:

Long range: Lasers--Floaters don't have a very strong laser weapon but they are highly accurate and in groups they pose a grave threat to larger, stronger enemies.

Melee: Arms--The Floater has two small arms on the side of it to punch enemies who get too close.

Defence: Floaters rely on speed and their small size to protect them from gunfire.

Additional factors: Floaters aren't very well programmed. They frequently run into objects in the environment. When they crash into something, they are stunned for a few seconds in which they can't move or attack; rendering them vulnerable.

Due to their high speed, they can be deployed as scouts.

Name: Zombie soldier

Armour: helmet
Weapon Type: minigun
Maximum range: 1000 meters
Preferred range: 1000 meters
Training: 5-magically controlled from creation
Mobility: 3
Classification: long range soldier
Basic description: undead heavy gunner

The Zombie soldier is a resurrected human forced to serve Mental in Death. Creatures such as this are large and muscular and are possessed with a zombie's unnatural strength. Though not very fast, they are strong, never need food, water or oxygen and can only be killed with a headshot.

==LOADOUT==

Long range: Minigun--The Soldier's mini gun fires two to six thousand rounds per minute depending on the range of its foes. The gun itself is loaded with explosive armour piercing bullets for maximum devastation.

Zombie soldiers are usually stationed far from the battlefield where they perform a "sniper" function against enemies at long range.

Defence: The zombie can only be killed with a headshot, by destroying the brain. So Mental has given the monster a cheap metal helmet which will stop some bullets and laser fire from going in but won't be perfect protection for the undead brain within.

Additional factors: Zombie Soldiers freeze solid in sub zero temperatures so in cold weather they must be implanted with a built in heating system.

Also, due to the fact that they have almost no water in their tissues, Zombie soldiers are very resistant to microwave weapons and concussive forces.


Name: Zorg Mercenary

Armour: none
Weapon Type: laser
Maximum range: assault rifle
Preferred range: assault rifle
Training: 4
Mobility: 4
Classification: cheap, expendable mercenary
Basic description: primitive mammalian race with no skin

The Zorg species once had a vast interstellar empire. Yet for some reason, upon conquering their empire, they took too long sunbathing and as a result the whole species lost their skin. This ended their empire and caused them to revert to a primitive state. In this state, Mental began to hire huge numbers of them as mercenaries.

Highly numerous, they're smarter and more competent than headless soldiers but they will never retreat or surrender.

==LOADOUT==

Armaments:

Long range: Laser gun--Zorg mercenaries are armed with powerful laser guns that fire two quick bursts with each squeeze of the trigger.

Additional factors: Because the Zorg have no skin, their muscles are exposed and they leave blood on anything they touch. Yet somehow they never get infected and can survive in subzero conditions.


Name: Zorg Commander


Armour: none
Weapon Type: laser weapon
Maximum range: assault rifle
Preferred range: assault rifle
Training: 4.3
Mobility: 4
Classification: mercenary commander
Basic description: skinless primitive officer

A Zorg commander has a small amount of skin left, which elevates him above his skinless peers.

==LOADOUT==

Armaments:

Long range: Shotgun laser--This weapon is stronger than the ordinary Zorg lasers and it fires a spread of five laser bolts per shot in a 110 degree spread.

Additional factors: They're have a slightly higher damage intake than the regular zorg.


Name: Martial Arts Zombie

Armour: none
Weapon Type: saw blades/melee
Maximum range: pistol range
Preferred range: melee
Training: 4--mind controlled
Mobility: 4
Classification: berserker frontline troops
Basic description: zombified martial artist

The Martial arts zombie is an undead martial artist from the planet ChiFang. Dead martial artists are raised by magic and their feet are replaced with Metal hooves. They do not feel pain, are incapable of fear and their muscle memory of their martial arts prowess is near perfect.

==LOADOUT==

Armaments:

Long range: Saw blades--Martial arts Zombies are given a magic satchel with an infinite supply of razor sharp saw blades to throw. The zombies can throw these blades very fast and with near perfect accuracy.

Melee: Martial arts--As their name makes very obvious, the zombies are master martial artists. Though they always aggressively charge their enemies they have the capacity to throw bone shatteringly hard strikes, can attack pressure points, parry or block blows and grapple and wrestle. Adding to the power of the kicks are the Metal hooves that have surgically replaced their feet.

Additional factors: Martial arts zombies always have their eyes covered with a red blindfold. They do not see visually so are unaffected by factors like dark and fog.


Name: Temple Guardian

Armour: stone body
Weapon Type: chinese cannon
Maximum range: cannon range
Preferred range: assault rifle
Training: 5--magically controlled
Mobility: 3
Classification: heavy weapons front line unit
Basic description: magically animated statue

The Temple Guardian is an artefact from Song Dynasty China which has been brought to life by Mental through magic. These Templar Guardians once protected many Chinese areas of worship before becoming living war machines.

As magic animated construct, the Temple Guardians need no food, water or oxygen and have an infinite supply of ammo for the cannons in their mouths.

Rather slow and cumbersome, they are a threat to infantry and some light vehicles.

==LOADOUT==

Armaments:

Long range: Song Dynasty Cannon--In the mouth of the guardians are Chinese designed cannons which fire cast iron balls filled with explosives. The creatures are able to fire about one cannonball for each ten seconds that passes.

Defence: Though not armoured per se, the Guardians stone bodies give them protection from both melee attacks and ranged weaponry; requiring substantial firepower to break them apart entirely and break the magic animating them.

==ELITES==


Name: Witch Bride of Achriman

Armour: Reality warping ability
Weapon Type: psionic
Maximum range: line of sight
Preferred range: line of sight
Training: 7
Mobility: 7--can teleport vast distances instantly and can fly
Classification: sorceress and spell user
Basic description: fallen female sorcerer

The Witch-Brides of Achriman were once members of the Grand Council, but they were tricked all of them by Achriman, Lord of the Shadows and one of Mental's vassals. They are among the most intelligent of Mental's troops. They know when to retreat and when to blindside an enemy and are tasked with identifying and destroying vital targets in enemy forces. However they never run away from the battle due to their being magically enslaved to Mental.

==LOADOUT==

Armaments:

Long range: Crush--A Witch Bride is able to use telekinesis to pick an object and apply crushing pressure to it. She can inflict a weaker crushing attack from long distance which can apply almost 28 MPA or four thousand pounds per square inch; about enough needed to completely crush sky scraper grade concrete.

Witch Brides can also do a much stronger attack where a target is lifted into the air and then crushed; this attack can pull in 100 MPA or more. This attack requires more concentration on her part.

the only shortcoming in this is that they have to see what they're crushing to death.

Defence: Witch Brides are completely impervious to attack normally because they are in fact sandwiched between this universe and several different dark dimensions. The only time they can be hurt is when they're preparing to attack, when they have to put themselves fully into the mundane universe.

Witch brides can also warp reality around them to make themselves invisible; one of the highest levels of cloaking and they are near impossible to detect in this form.

Even when they are vulnerable, Witch Brides can take a great deal of punishment. One of them needed to be shot four times with a heavy duty rocket launcher to die while another got shot almost with three hundred rounds from a mini gun before succumbing.

Additional factors: Witch Brides due to their magic powers can also hide their minds from other magic users and powerful psychics.

There is a delay of one or two seconds before a Witchbride crushes a target, in which time she's covered by a yellow glow. If a target can break line of sight then she can't use her attack in the show time it takes to prepare it.

Name: Caterfighter

Armour: natural resilience
Weapon Type: mortars, plasma weapons, flamethrower
Maximum range: mortar range
Preferred range: assault rifle
Training: 5
Mobility: 2
Classification: heavy frontline soldier
Basic description: genetically engineered warrior caterpillar

The Caterfighter is one of Mental's more resilient soldiers. Genetically engineered from a common Earth Caterpillar, the creature boasts three sets of arms on the elevated half of its long squishy body which it uses to wield three different weapons systems.

While not very fast, Caterfighter's make up for this by being veritable bullet sponges. When they take enough damage, the top segment of its torso dissolves and a new head pops up from the next segment. This can be repeated until all three sets of arms are killed.

==LOADOUT==

Long range: Mortars--The Caterfighter is equipped with a Mortar which fires three shells at a time and boasts an impressive range of almost seven kilometres .

Mid range: Plasma Gun/Flamethrower--The Caterfighter's middle segment is equipped with a high powered plasma gun which fires double plasma shots per trigger throw.

The final set of arms is equipped with a flamethrower normally meant for use on vehicles; with a range of 200 meters.

Additional factors: Caterfighters rarely attack on their own. They are normally backed up by dozens or more smaller soldiers of Mental; this allows them to take advantage of their massive health, high resilience and overwhelming firepower. This also takes away from their disadvantageous slow speed.

Name: Fiendian Reptiloid Demon

Armour: natural resilience
Weapon Type: magic lava balls
Maximum range: sniper range
Preferred range: sniper range
Training: 5--instinctive
Mobility: 3
Classification: long range sniper unit
Basic description: selectively bred demon reptile

The Fiendian Reptiloid Demon hails from the volcanic world of Fiendia Prime. Over the course of several generations, Mental was able to influence the evolution of the Fiendians; turning them from small lizards to large, aggressive demons in a small span of time.

Fiendian Demons act as snipers, launching fast moving lava balls that can't be shot down and at rapid firing rate.

Strangely, they are never seen flying despite the fact that they have wings. Mental teleports them into hard to access places and when the battle is over they are teleported to a new location.

==LOADOUT==

Long range: Lava balls--The Lava balls launched by the Fiendians are very fast, very destructive and have very accurate homing abilities. During battles they hang back from the rear and snipe off enemy units.

Additional factors: Despite hailing from a volcanic world, they seem to function very well in cold.

They are not in any way related to Aludran Reptiloids.


==HERO UNITS==

Name: Hugo

Height: 45 feet
Weight: unknown
Age: unknown
Type of Hero Bonus: Front line combat, heavy armour breaker
Loadout:

Hugo is a giant robot in Mental's army; the most robot in all his army in fact. Hugo is heavily armoured and is designed to be a source of immense firepower and destruction. Not very smart, Hugo is none the less highly mobile and well armoured.

Armaments:

Long range: Arm cannon--Hugo's right arm is built to be a massive SBC cannon.  An SBC cannon is one of the most powerful pieces of artillery that Mental has in his arsenal. SBC cannons fire high powered projectile with extreme piercing capabilities. It is a techno-magic marvel of weaponry; able to kill all but the heaviest armour in a single hit and devastate hundreds of enemy infantry with a single shot. When fired, a flaming cannonball is released which is many times the size of the bore of the gun it came from. Hugo's arm canon is strong enough that it can temporarily punch a hole in a Sirian planetary forcefield.

Medium range: Laser cannons/rocket launchers--Hugo is equipped with tank killing laser weapons and heat seeking rockets.

Defence: Hugo is armed with near invincible armour plating, only magical or psionic enhanced weapons have shown to be able to cut through it.

Additional factors: Hugo is equipped with rocket thrusters which allow him to fly at high altitude and speed.

Name: Diablotaur

Height: 50 feet
Weight: 10 tons
Age: unknown
Type of Hero Bonus: destruction, heavy line breaker, intimidation
Loadout:

The Diablotaur was a monster from Ancient Rome; an eight armed minotaur which the Romans used as a lethal and inhuman warrior in the Colosseum. When Mental and his army time travelled and invaded ancient Rome, he took the Diablotaur and added it to his own army.

Mental's engineers gave the beast a titanium skeleton which is almost indestructible. Six of its eight arms were replaced with modern weapons and it's been given an indestructible shield and sword.

In addition, Mental's engineers installed an adrenaline feet system into the Diablotaur's brain which gives it a permanent adrenaline berserker boost. As a result, the Diblotaur is incapable of feeling pain.

This unique and lethal beast is used by Mental to demoralize enemy troops with its heavy firepower, superhuman strength and cybernetically enhanced endurance.

Long range: Rocket Launchers--The Diablotaur's top set of arms have been replaced with a pair of rocket launchers. These rocket launchers are very powerful, useful against vehicles and aircraft; tearing apart heavy armour with ease.

Medium range: Miniguns/Laser gun--The Diablotaur's middle arms are replaced with a set of mini guns which fire heavy calibre armour piercing bullets. The mini guns are equipped with homing bullets, so the beast never misses its mark with these two guns.

Likewise, the second from bottom pair of arms have been replaced with powerful laser cannons. The Diablotaur is highly accurate with these cannons and is able to shoot to compensate for enemy movements.

Short range: Sword--The Diablotaur is equipped with a ten foot long, indestructible sword forged by Mental's weapon smiths.

Armour: To go with the shield, the Diablotaur has got an indestructible magic shield and an indestructible golden mask.


Name: Ugh-Zahn The Third

Height: 300 feet
Weight: Unknown, likely hundreds of tons
Age: thousands of years
Type of Hero Bonus: destruction, leadership, frontline combat

Ugh-Zahn III is the last of the giant warlocks and the Grand Admiral of Mental's forces. As powerful as he is ugly, Ugh-Zahn is considered one of the most dangerous creatures in the universe. He's been serving Mental for thousands of years and was only killed when Serious Sam activated a weapon of planet cracking firepower and shot Ugh-Zahn with it.

What makes him so dangerous other than his great size and strength is his regenerative powers. Whenever he has been sufficiently wounded. . When he is regenerating, it is impossible to hurt him in any way without planet cracking weapons. The only bright side is that Ugh-Zahn can't attack when regenerating; his regenerative trance only lasts for about five seconds. In order to bypass this a huge amount of damage must be done to prevent him from regenerating. 

Loadout:

Armaments:

Long range: Lava Bomb Launcher, laser gun, rocket launcher, electric gun--The names of all these weapons are self explanatory. Ugh-Zahn is armed with a gun that fires lightning (electric gun), a lava bomb gun with homing abilities and two other weapons. These weapons are powerful enough that they can blow a fully armoured Sirian warships out of the sky.

Melee: Ugh-Zahn has four arms and is strong enough to reduce most buildings to rubble without breaking a sweat.

Additional factors: he is relatively slow, only moving as fast as a human sprint. Despite this, Ugh-Zahn can scale inclines up to forty five degrees.


Name: The Ram God

Height: 55'
Weight: 6 tons
Age: unknown
Type of Hero Bonus: destruction, front line combat
Basic Description: The Ram God is a particularly powerful and lethal Khnum which terrorized ancient Egypt thousands of years ago where it was worshipped as a God by the Egyptians and devoured human flesh as tribute.

The Ram God stands out among other Khnum by being larger, physically much stronger and has about sixty times as much health as is normal for this fearsome and durable species. It also stands out due to the large gold medallion it wears around its neck.

Loadout:

Long range: Magic fireballs--See Khnum

Melee: See Khnum

Defence: See Khnum


Name: Raahloom

Height: 50'
Weight: unknown
Age: unknown
Type of Hero Bonus: destruction, heavy firepower
Basic description: Unofficially known as Raahloom, this beast is a massive Scrapjack which is little more than a big, dumb killing machine. Raahloom is a dangerous foe due to its powerful weapons and immense health and durability.

Loadout:

Long range: SBC cannon--Raahloom's left arm is replaced with a truly massive SBC cannon which it fires in five round bursts. The power of this cannon is immensly powerful against even heavy vehicles. 

Melee: Magic hammer--Raahloom's right hand wields a gigantic hammer weighing several tons. The hammer is raised and is charged with magical energy; making it much more deadly than a mere hammer. With each swing, Raahloom holds aloft for one or two seconds to allow the magic to fully charge. Each hit of the hammer generates a thirty foot shockwave of concussive force and deadly magical energy. Direct hits by the hammer are unbelievably destructive.

Name: Double Diva

Height: 100 feet
Weight: unknown
Age: unknown
Type of Hero Bonus; destruction, front line combat
Basic description: Double Diva is a large human woman implanted with various weapons and created through unknown means. For some strange reason she looks a bit like Lady Gaga. Like many of Mental's hero units, Double Diva is a frontline unit of heavy durability with high damage dealt to her foes.

Loadout:

Armaments: Long range: Plasma launchers/rocket launchers--Double Diva has got high powered plasma cannons built into her boots and a massive rocket launcher built onto her back. The plasma cannons are devastating to infantry and vehicles while the homing rockets are ideal for shooting down passing enemy aircraft. Her giant backpack fires an unlimited supply of homing missiles which can also be used for anti-armour purposes.

Medium range: Eye beams--For dealing with mid ranged enemies, Double Diva fires green circular laser beams from her eyes which can vaporize flesh and metal alike.

Melee: Double Diva's hands are replaced with two razors sharp scythes of indestructible alloy.


Name: Chimputee Battle Master

Height: 30'
Weight: unknown
Age: unknown
Type of Hero Bonus: front line combat
Basic Description: The Chimputee Battle Master is a giant cyborg gorilla which commands the Chimputee forces in Mental's army. The creature flies on a platform of jet thrusters and is very mobile and fast. The left arm is replaced with a massive buzz saw while the right arm is a gigantic three barrelled grenade launcher of epic proportions.

Loadout:

Long range: Buzz saw/grenade launcher--The Chimputee Battle master's grenade launcher fires banana grenades similar to those of a common Chimputee but much larger and more powerful.

the Buzz saw is a fantastic melee weapon but can also fire off spinning saw blades like lethal projectiles which are a nightmare to try and dodge for all but the most agile foes.


Mid range: Eyepatch laser--The Batttle Master's left eye has been replaced with a laser firing eyepatch. This is very accurate but not a very strong attack against well armoured opponents. A high rate of fire indicates this attack is meant for smaller, weaker and more numerous troops.


Name: Mental's Pet Hamster

Height: 35 feet
Weight: unknown
Age: unknown
Type of Hero Bonus: front line combat
Basic Description: Yes, Mental has a pet hamster. It is a gigantic genetically engineered monstrosity with multiple eyes and covered in spines that can pierce steel. Where it goes, Mental has his engineers build a network of tubes for it to run in when it's not killing everything in sight.

Loadout:

Long range: Magic bolts--The Hamster fires magic bolts from its mouth at enemies which are quite potent. These move at a rate of fifty feet per second and can be dodged at distance.

Melee: Hamster Wheel--The creature has been equipped with a gigantic armoured hamster ball of death which flattenes infantry and smaller vehicles not fast enough to get out of the way.

Defence: Mental's pet hamster has retractible spikes all over its body much like a puffer fish; though they show no signs of being poisonous. These spikes deter all those who could get too close to the monster.

Name: Mordekai the Summoner

Height: 15 feet
Weight: unknown
Age: 3000+ years
Type of Hero Bonus: training, troop production
Basic Description: Mordekai is one of Mental's most loyal lieutenants, and has served Mental for three thousand years. Unofrtunatley a few decades ago, Mordekai died and Mental was slow to resurrect him his magic. Now he's a bit brain damaged and though he has no offensive attacks of his own, he is the chief teacher of magic to Mental's forces.

Loadout:

Spawn enemies: Mordekai can resurrect ten enemies in as many seconds. In a twenty four hour period he is about to resurrect about 85000 soldiers as long as their remains are not too badly damaged. Large soldiers can just as easily be resurrected as small ones. 

Name: Ugh-Zahn The Fourth

Height: 400 feet
Weight: thousands of tons
Age: thousands of years
Type of Hero Bonus: front line combat, destruction, troop spawning, leadership
Basic description: Ugh-Zahn is the father of Ugh-Zahn the Third, due to a time travel mishap. This matters little as Ugh-Zahn IV is as heavily armed as his son, with more health and is much faster to move about. He is a gigantic immortal mammal with heavy and invasive cybernetic implants. Four giant mechanical legs give him the ability to move at about 65 mph and implanted armour plating gives him greater resistance to attacks than his son.

Loadout:

Long range: Rocket launchers--Two mechanical arms on his back allow Ugh-Zahn to fire an infinite supply of rockets with enough firepower to blow a Sirian warship out of the sky.

Medium range: Plasma launchers--Ugh-Zahn's two organic arms have got plasma mortars implanted into them. These are like Covenant mortars except they do not arc with distance and they explode in a massive wave of plasma and shrapnel; glassing everything in a wide radius.

Defence: Ugh-Zahn doesn't enter a healing spell until he's at less than five percent health. Normally his health and armour are so great that he doesn't need to perform a healing spell. The more damage he takes, the faster his regeneration works so he's very hard to kill. He was only killed by Serious Sam when he became a lighting rod for a storm caused by a time machine that had enough energy to rip a hole in space-time. Thus, Ugh-Zahn really can't be killed except by planet cracker weapons or something of similar power.

Additional factors: Like Mordekai, Ugh-Zahn is a necromancer who uses his powers to bring back KIA units. He has the same rate of resurrection as Mordekai, but prefers to resurrect the biggest and strongest units, leaving Mordekai to take care of smaller weaker cannon fodder

Name: Female Biomechanoid

Height: 40 feet
Weight: unknown
Age:unknown
Type of Hero Bonus: front line combat
Basic description: The Female Biomechanoid is a unique biomechanoid with a feminine gender to it. It is pink in colour, taller than the average biomechanoid major and has about sixty times the health. Most bizarre of all, it carries a pink handbag with it.

Loadout:

Long range: Rocket launchers--See Biomechanoid Major

Medium range: Kisses--No joke, the thing fires kisses at people which seem to be made out of some kind of lethal pink radiation. It bypasses all but the heaviest armour but is weak to energy shields.

Defence: She is more heavily armoured than a regular Biomechanoid, having about sixty times the durability and health.

Name: Serious Sam's Evil Clone

Height: 3 feet
Age: 6 years
Weight: 35 lbs
Type of Hero Bonus: vehicle pilot, scientific, command
Basic Description: At some point Mental Cloned his nemesis Serious Sam to use as the ultimate warrior of Evil. For some strange reason, the Clone turned out to be a three foot tall, red haired midget with a penchant for disobeying Mental's orders. While it is willing to disobey Mental rather often, its goals are often the same as those of Mental and he is totally loyal to Mental. He disobeys his master out of a sense of mischief and a need to prove himself. In this tournament, he brings a devastating weapons with him.

He is very scientifically minded, as it was he who got the Sirian Darklord up and working and subverted the Sirian soul controlling it. In the past he's also proven himself Mental's equal to taking anything but the kitchen sink and turning it somehow into a viable soldier.

Loadout:

Sirian Darklord: The Evil Clone pilots a Sirain Darklord; one of the most powerful war machines ever designed by the Sirian race before Mental wiped them out.


==LIGHT CAVALRY==
Name: Chariot harpy

Type of Armour: light metal armour
Weapon Type: Explosive Arrows
Speed: 45 mph
Cavalry Purposes: skirmishing unit
Classification: Hit and Run cybernetic construct
Basic Description: The Chariot Harpy is a fast moving unit in Mental's army which is a woman fused to a Roman era chariot and controlled with a brain control chip. Fast and manuverable, it's one of the more twisted creations of Mental's engineers.

==LOADOUT==

Armament: The Chariot Harpy has an infinite supply of explosive tipped arrows which are fired out of a long range highly accurate composite bow. Even at distance and on bumpy terrain the shots fired are quite accurate.


On the wheels of the chariot are two spinning blades placed on the hub; these slashing blades can slice infantry in half and discourage close range attackers.

Defence: The Chariot itself is coated in light but tough armour and the woman in control is clad in magically enhanced bronze as well as a helmet which guards against most headshots and maintains mind control.

Name: Kleer

 Type of Armour: none
Weapon Type: magic weapons/melee
Speed: 45 mph
Cavalry Purposes: high speed first strike unit
Classification: ultra mobile infantry
Basic Description: The Kleer's were once a peaceful race before Mental dumped ten billion gallons of Napalm on their home planet. AFterwards, he took their burnt skeletons and reanimated them through magic. These kleer skeletons are held together by weak links of magic and serve as Mental's high speed strike units; closing the gap rapidly with enemy infantry under the cover of long range units.

==LOADOUT==

Armaments:
Long range: Ball and chain--From long distance, Kleers conjure up and launch ball and chains to throw at enemies. These chains are slow moving and non tracking compared to most projectiles but they cannot be shot down or destroyed until they hit an object of sufficient size and mass. Due to the magic nature of these ball and chains, the Kleer have an infinite supply of them.

Normally two of these ball and chains are conjured and thrown at a time.

Medium range: Lunge--A Kleer can leap forward a distance of about thirty feet, very rapidly closing the gap between themselves and their enemies and putting extra force behind their deadly claws.

Melee: Claws--The Kleer's front legs terminate in scythe like claws which are used to slash at stab. It doesn't take them long to slash through most light to medium infantry armour.

Defence: none
Special: none:
Additional factors: Kleer are undead skeletons. Though they can be killed easily, they can also be easily put back tougher and be brought back into front lines quickly. Due to their undead nature, they require no food, water, oxygen and can withstand radiological and biological weapons effortlessly. They are also able to climb vertical surfaces and ceilings easily.
 A kleer isn't very strong individually, but they usually appear in large herds. 

Name: Sirian Werebull

Type of Armour: thick hide
Weapon Type: horns/trampling
Speed: 65 mph
Cavalry Purpose: heavy first strike unit
Classification: heavy cavalry
Basic description: genetically engineered labour animal

The Sirian Werebull is yet another testament to Mental's skill with genetic engineering. This odd beast is made from a mix of Sirian DNA as well as the genes of some kind of cattle. The end result is a nine foot high pile of adrenaline and muscle that feels no pain and can smash down all but the heaviest embankments and fortifications when it charges. It is one of the fastest creatures in Mental's infantry forces and are typically unleashed in vast stampedes onto enemy lines. Specimens have been known to grow in excess of 2500 kilograms (5500 pounds) and their horns are nigh indestructible.

Werebulls are always running and are never seen tiring, though this may be due to a lack of survivors after a stampede.

==LOADOUT==

Melee: Horns--Werebulls have only one attack, charge and gore with their horns and trample under their hooves. These horns are very hard materiel and are able to smash through stone walls and columns with ease.

Defense: Werebulls rely on their thick hide to defend them from gunfire and their permanent adrenaline high results in them being unable to feel pain. 

Additional factors: Werebulls have never been seen to panic and they are not the least bit bothered by gunfire and other loud noises. They never run away from battle, completely ignore any wounds they take and from time to time they've been known to trample friendly units in their single minded bloodlust.

Their vegetarian diet means that they can be grazed on local plant life without the need to bring along bulky animal feed.


Name: Scythian Witch Harpy

 Type of Armour: metal helmet
Weapon Type: magic projectiles/melee
Speed: 55 mph
Cavalry Purposes: fast strike force
Classification: airborn infantry
Basic Description: The Scythian Witch Harpy is a clone of a long extinct species which are trained in magic by Mental's forces. They are able to fly for very long distances at maximum speed without tiring and they are extremely potent hand to hand fighters despite their small stature. Mental breeds them in great numbers and they are grown in vats to be aggressive and predatory.

==LOAD OUT==

Armaments: The Witch harpies fire long range magic projectiles at enemies. They are able to fire these projectiles at a rate of about two shots per ten seconds and are very effective at killing light infantry or armour.



Witch Harpies are very strong hand to hand fighters despite being slightly built five foot all valkryes. They are highly skilled in martial arts and they emphasize kicks, punches and strikes. Their hand to hand is enhanced by the razor sharp eagle talons on their hands and feet.

Additional factors: When they're too injured to fly, a Witch Harpy will land on the ground and attack on foot. Generally they prefer to attack in large numbers.



Variants: There is a subspecies of Witch Harpy who lack human arms and may possibly be a different species altogether. this subspecies of Witch Harpy is known for dive bombing enemies and attacking them with their clawed feet much like Peregrine falcons. These dive bombs on foes can reach speeds of up to 160 mph. Both species fire the same magic projectiles but the subspecies lacks any armour.

==ARMOURED CATEGORY==

Name: Biomechanoid Major

Armour Type: medium biosynethic armour
Speed: medium
Classification: versatile anti infantry and anti-air cyborg
Basic Description: The Biomechanoid is an artificial organism grown in vat's by Mental's scientists. The creature's genome is designed so that the organic components grow mechanical parts and armour. Later in the process, rocket launchers are inserted into pre-fabricated slots in the sides and are wired directly to the creature's nervous system.

The Biomechanoid's intelligence is limited mainly to seek and destroy; the main purpose of its very large brain is to provide a source of power for its cybernetic components and systems.

==LOADOUT==

Armaments: the Biomechanoid is armed with twin deadly rocket launchers which it can fire with high accuracy. During the invasion of earth, these cybernetic monsters devastated the Earth Defence force's air capabilities.

When injured to a certain degree, it will go into berserk mode; firing a rapid volley of about twenty rockets at foes.

Additional factors: Biomechanoids may appear slow but they have a sprint function which allows them to dodge enemy attacks from range or close the gap very quickly with enemy infantry.

Name: Elephant Gunner

Armour: heavy steel
Speed: fast
Classification: heavy anti-armour gunner
Basic description:  The Elephant gunner is a common African Elephant modified by Mental's scientists and engineers genetically and cybernetically to serve as a heavy tank on the front lines of war. The creature has enhanced hearing and sight compared to a regular elephant as well as superior strength, speed and endurance.

==LOADOUT==

Armaments: SBC Cannon--The Elephant's snout has been replaced with an SBC cannon. See Hugo
The Elephant gunner is armed with a particularly powerful SBC cannon.
Despite its massive power, the SBC cannon of an Elephant gunner is a relatively low velocity weapon; meaning that at longer ranges the weapon tends to arc.

The gun can be charged with varying levels of power, with even low powered shots devastating heavy armour and high powered shots being an abject nightmare for any tank commander. It does take a few seconds to fully charge the cannon though.

Name: Killermari Rider

Armour: light Atlantean Metal
Speed: fast
Classification: high speed skirmishing unit
Basic Description:  The Killermari is a squid taken by Mental's scientists, genetically engineered to survive on land and cybernetically fused to a mechanical three wheeled chassis. Lightly armoured, it is highly fast; propelled by the squid's aggressive, carnivorous instincts.

==LOADOUT==

Armaments: The Killermari is armed with two high powered plasma guns which it uses to shoot at targets while doing strafing runs against enemy positions. It also shows a preference for slamming into infantry formations and killing a number of enemy soldiers by running them over. Dodging it can be very difficult for infantry due to the creature's fast speed and the wide, stable frame of the chassis.

Name: Mecha-Arachnoid

Armour: chitin/heavy steel
Speed: slow
Classification: infantry support platform
Basic Description: The Mecha-Arachnoid is a common Egyptian scorpion genetically engineered to grow to large size. Much of its body has been replaced with cybnertic parts and reinforced with heavy steel armour. Not very fast, these armoured units serve to provide frontline support to Mental's vast infantry forces.

==LOADOUT==

Armaments: The Arachnoid's pincers have been replaced with two large calibre mini guns loaded with either armour piercing or frangible bullets depending on the situation.

Likewise the stinger has been replaced with a powerful long range laser cannon and the mechanical legs are cruel stabbing weapons to be sure.

Additional factors: Due to its slow speed, the Mecha-Arachnoid generally moves with infantry and rarely moves ahead of them.

Name: Lava Golem

Armour: magical resilience
Speed: slow
Classification: super heavy front line support
Basic description: The Lava Golem is a giant pile of molten lava animated by magic. Towering one hundred feet above the battlefield, its size and magical strength render it very hard to kill. When it is almost dead, a large golem will split apart into four medium golems fifty feet tall. When almost dead, these medium golems will spilt down into eight small lava golems ten feet tall.

==LOADOUT==

Armaments: The Lava Golem is able to throw lava balls at a range of one thousand meters. These lava balls are thrown very accurately and with great kinetic energy. The molten rock of these lava balls is usually 1200 degrees Celcius.

Defence: Due to the large amount of heat its body generates, the lava golem is very hard to kill without heavy weapons.

Name: Therizinosaurus

Armour: thick hide
Speed: medium
Classification: medium front line armour
Basic Description: When Mental and his forces travelled back in time to invade Cretaceous era Nova Scotia, Mental decided that the most logical thing to do was cybernetic ally modify dinosaurs and add them to his menagerie of freaks.

A normal Therizinosaurus is a herbivorous therapod known for its meter long claws. It's about fifteen feet tall and weights about five tons. Now, these creatures have been cybernetic ally modified to fight for Mental. Mind control masks cover these creature's heads, their arms have been cybernetically enhanced for strength and a turret gun rests on their back that fires high powered blue fireballs.
==LOADOUT==

Armaments: Long range: Fireball launcher--On the creature's back is an AI controlled blue fireball launcher. These fireballs not only are hotter than normal red and orange flame but come with a great deal of kinetic energy impact.

Melee--Therizinosaurus is famous for its long claws, just under a meter long; the longest claws of any animal that ever lived on Earth. Hydraulic implants in its arms greatly boos the upper body strength of this bipedal dinosaur.

Additional factors:

The creatures are controlled by mind control masks, destroying or shooting off the mask will cause the creature to turn on Mental's army. This design flaw was due to the fact that Mental created several thousand of these slave dinosaurs in a matter of hours and there wasn't enough time to implant a more effective mind control system.

As the battle progresses, these mind control masks will be gradually phased out with brain control chips; ensuring that they won't turn against Mental's forces.

The mind control masks prevent the creature from being able to feel pain or fear.


Name: Khnum

Armour: thick hides and regeneration
Speed: slow (fast as a human sprint)
Classification: ultra heavy infantry
Basic Description: The Khnum is one of the most powerful front line units that Mental has at his disposal. These carnivorous, aggressive monsters are denizens of the distant world Arietis Lambda; where they are worshipped as gods by smaller creatures.

Though not divine or supernatural in any way, the Khnum's thick hides and impressive regeneration makes them appear immortal. Small arms fire and even direct energy weapons are useless; the only way to kill a Khnum for good is with heavy explosives.

The Khnum is a large bipedal creature that towers fifty feet over the battlefield. The large ram like horns are not used in combat, but their massive hooves are frequently used to stomp smaller foes. Their glowing red eyes give them very good night vision and their razor sharp teeth are perfect for slicing through meat and bone.

Their powerful arms are ended in three fingered hands which are used to cast offensive magic spells.

==LOADOUT==

Armaments:

Long range: Fireballs--Khnums have been trained by Mental in offensive magic. Their long range attack is to throw a trio of magic fireballs at foes. These fireballs are very damaging to flesh and metal and also have bone shattering kinetic energy behind them. If it has the time, a Khnum can hold the fireballs in its hand and charge them for greater killing power.

Khnums are very accurate with throwing fireballs, as they easily compensate for the movement of their targets.

Medium range: Single fireballs--When foes get close, a Khnum can underhand throw a single fireball. Not as powerful as the long range attack, it's much quicker to fire off and highly accurate.

Melee: A Khnum is massively powerful, smashing through stone columns and walls like they're not there. They can pull apart a human being like an insect.

Defence: A Khnum is a very well protected creature. Bullets almost always  penetrate its thick hide, not even powerful anti-materiel rounds. Even the eyes are somehow immune to bullets. Likewise, lasers and other direct energy weapons seem useless against the beast. A Sirian energy weapon that could slice through three feet of stone failed to injure a Khnum. However they can be killed by high explosives like rocket launchers and C4 when used in high enough quantities.

Additional factors: Khnum have been known to eat the dead enemies of Mental after a battle. They've also been known to eat live soldiers during the course of the battle, both to satisfy their hunger for fresh meat and to demoralize the enemy.

Name: Aludran Reptiloid highlander

Armour: scales
Speed:  slow (fast as a human sprint)
Classification: Long range attack unit
Basic description: super massive repto-mammal

This is the larger, meaner cousin to the Common Aludran Reptiloid. The Highlander is about forty-five feet tall and has exponentially greater endurance and health than its smaller cousins. They have a much longer range than their cousins and their attacks are much stronger.

Such creatures are usually teleported right in the middle of unsuspecting enemy formations where they quickly unleash hell.

Also, unlike the common Reptiloids, the Highlanders function very well in cold weather.

==LOADOUT==

Armaments:

Long range: Fireballs--The creatures launch fireballs in bursts of three and they explode when hitting a wall or object, unlike smaller Reptiloids. These fireballs are much stronger than for the common Reptiloids. However like their cousins their attacks have a homing ability only more accurate. When wounded or distressed, they fire bursts of six fireballs in rapid succession.

Melee: A single punch or stomp from one of these things is enough to squash a human like a bug. They can only one-shot kill some light vehicles.

Defence: Due to their thick scales, these things require a lot of firepower to go down. 

Name: Aludran Reptiloid Highlander's Bride

Armour: thick scales
Speed: slow
Classification: super heavy long range trooper
Basic description:

In most reptile, the female is the uglier and deadlier of the species; the Aludran Reptiloids are no exception to this rule. The Highlander's bride stands at one hundred feet tall and her attacks and total health are much, much higher than the Reptiloid highlander. Her accuracy is also far greater and her melee attack is exponentially more deadly.

She's also much more angry, aggressive and fearless than the Highlander Reptiloid.

==LOADOUT==

Long range: Fireballs--See Reptiloid Highlander only much stronger

Melee--See Reptiloid highlander


Name: Technopolip

Armour: variable/regeneration
Speed: variable
Classification: adaptable enemy salvage unit
Basic Description: The Technopolip is a strange polyzoic creature genetially engineered by Mental's scientists. The creature is fired out of a cannon at long ranges where it attaches itself into downed enemy vehicles and aircraft and hijacks them. It is able to repair whatever vehicle it takes over; making even lightly armoured vehicles impossible to kill without explosives or another supremely powerful weapon. 

==LOADOUT==

Armaments: The Technopolips take the arms of whatever vehicles they can commandeer. The creature is genetically programmed to build a techno-magic ammo replenisher so that they never run out of ammo.

Defence: A technopolip can repair any vehicle it steals as fast as it takes damage; this make a Technopolip vehicle or aircraft better armoured and defended than the original vehicle.

Additional factors: The Technopolip is actually a super organism made of many smaller microscopic creatures; which accounts for its ability to shape shift and its incredible regenerative abilities.


==AIR UNITS==

Name: Fatso Fighter

Type of Aircraft: fighter
Weapon Type: lasers
Armour Type: light armour
Classification: Air to Air fighter
Basic Description: The Fatso Fighter was designed by Mental's Toyoda factories. The laser weapons are hooked up to the craft's engines in such a way that it has unlimited ammunition. A pair of oversized jet engines give the craft insane speed for its size.

==LOADOUT==

Armaments: The Fatso fighter's twin laser cannons are perfect for anti-air and anti-infantry operations. These are manufactured in great numbers by the Mental institution and since they are so numerous, they've been known to suicide bomb especially troublesome or tough targets in kamikaze attacks.

Name: Seagull Fighter

Type of Aircraft: Fighter bomber
Weapon Type: bombs/laser weapons
Armour Type: stealth coating
Classification: stealth aircraft
Basic Description: The Seagull Fighter was designed by engineers on Magnor. When Mental destroyed the planet he kept the designs of the seagull fighter for himself. It is a high speed craft capable of making warp speed.

==LOADOUT==

Armaments: The Seagull Fighter is designed to fire lasers as well as fire highly destructive techno-magic bombs.

Defence: The Stealth coating doesn't prevent the fighter from being seen with the naked eye but it shields the fighter from Radar and several other advanced forms of detection.


Name: Alcor Class Warship

Type of Aircraft: Troop transport
Weapon Type: laser weapon
Armour Type: heavy alien alloy
Classification troop transport/ground scorcher
Basic Description: The Alcor Class Warship is the workhorse of Mental's fleet. It is designed to deploy troops and serves as a ground scorcher on planetary campaigns. It uses its FTL engine to teleport vast distances instantly over a planet's surface. A series of hatches on the underside of the craft serve as teleportation hubs; it is able to teleport twenty soldiers per hatch regardless of size to locations hundreds of kilometres away. The craft has ten hatches on the side so it can teleport about two hundred troops per batch.

==LOADOUT==

Armaments: the Craft is armed with a massive laser capable of burning through one foot of steel per second. This is used to scorch earth and can split into three beams depending on the number of enemies being attacked.

Defence: the Warship is immune to all small arms fire and the armour can easily shrug off anything short of a strategic missile. It is most vulnerable when opening the hatches to teleport units; these can be attacked by infantry with rocket launchers.

Additional factors: While the Alcor class warships can teleport large numbers of troops at a time, Mental is shown to be able to teleport troops across great distances without these warships.

Alcor warships can teleport troops with pinpoint accuracy, sending troops far behind enemy lines or right inside enemy formations from kilometres away.


Name: Devil stallion

Type of Aircraft: organic flyer
Weapon Type: flamethrower
Armour Type: magical resilience
Classification: anti-infantry air fighter
Basic Description: The Devil stallion is a mix of Roman era horse DNA adnd Aludran Reptiloid genome. The result is a powerful fire breathing half horse half reptile beast which can fly at over one hundred mph and can withstand heavy gunfire before dying.

==LOADOUT==

Armaments: The Devil Stallion's only attack is to breath fire. It has a range of three hundred meters with this and as it flies overhead, it is able to blast entire troop formations with magical flames which is hot enough to melt steel.

If they land on the ground, they are able to smash the bones of foes with their hooves but this is rare.

Defence: The Devil stallion is very durable, requiring some serious AA to bring down. 


Name: Technopolip Helicopter
(see the technopolip for picture)
Type of Aircraft: helicopter
Weapon type: heavy machine-gun/rocket launchers
Armour Type: heavy metal
Classification: gunship
Basic Description: The AH-64 Apache is an attack Helicopter used by Earth Defence force. It is a fast and heavily armoured helicopter which can do heavy damage to enemy forces and quickly get out of there; all while being able to tank heavy blows. Enough of these machines were infected with Technopolips that they've become a mainstay of Mental's airforce.

==LOADOUT==

Armaments: The helicopter is armed with a mini gun turret on one side and a rocket pod on the other. The Rockets can be switched out for armour piercing rockets or anti-infantry variety. The helicopter never runs out of ammo or fuel due to a built in techno-magic ammo replenisher.


Name: Kozak AHA-C64 Helicopter

Type of Aircraft: gunship/bomber
Weapon Type: minigun/rocket launcher/bomb
Armour Type: heavy
Classification: Mental demanded a super heavy helicopter, and thus his engineers and factories on planet Doomsday came up with this thing. The craft is highly maneuverable, fast and has stealth capabilities to keep it off of enemy scanners.

==LOADOUT==

Armaments: The Kozak is equipped with twin heavy machine-guns and one rocket launcher with anti-air and anti-armour capabilities. It also has a bomb drop underneath it for when a bomber is needed in Mental's strategy.

Additional factors: the Helicopter's stealth system won't stop it from being seen by the naked eye but can defeat more advanced scanners.

Name: Phoenix Bomber

Type of Aircraft: mystical bird
Weapon Type: magic fireballs
Armour Type: none
Classification: bomber
Basic Description: The Phoenix Bomber is a species of mythical bird which once belonged to a Chinese God of fire before they were abducted and used as Mental's troops. These birds fly around the battlefield at about 150 mph dropping fireballs hot enough to melt steel onto troops.

==LOADOUT==

Armaments: The fireballs of the phoenix bomber can melt steel though they have no homing ability. As such they are a grave danger to most vehicles and infantry formations.

Additional factors: These are large birds with a twenty foot wingspan, they're not hard to notice and soon enemy troops will fear them.

Name: Beetle

Type of Aircraft: organic flyer
Weapon Type: flamethrower
Armour Type: magic enhanced chitin
Classification: low altitude anti-infantry flyer
Basic Description:

The Beetle is a large genetically engineered organism similar to a Rhino beetle. The creature is heavily armoured and the flamethrower can melt through metal and flesh. Caution should be taken when dealing with this monstrosity.

Armaments: The Beetle has a flamethrower built into its head which has a range of about 200 meters. Also, the pair of horns on its head which house the flamethrower are very hard and are used in charging attacks which can scatter infantry and do respectable damage to vehicles as long as they're not too heavily armoured.

Additional factors: The front of the Beetle is invulnerable to attack due to magic means and can't be harmed without magic or psionically enhanced weapons; same goes for the monster's wing cases. However when it flies, the orange thorax is exposed and this is very vulnerable to gunfire and other damage. The only way to kill a beetle is from behind when it's flying.

==SUPPORT UNITS==



Name: Spawner

Armour Type: light metal
Type of Support: manufacturing
Classification: Mobile fabricator
Basic Description: The Spawner is a mini mobile factory which manufactures weak units on the battlefield where they're needed. Spawner's can produce unis fairly rapidly.  It can only built human sized units and can be modified to construct new types of units very easily.  For mobility, these things move at about a human sprint for to speed. 

Armaments: none


==DEFENSIVE STRUCTURES==

Name: Rotating Cannon

Type: artillery
Basic Description: The Rotating cannon is a powerful SBC cannon (see Elephant gunner) which is built on a rotating stand which can rotate 360 degrees. The gun is directed by an AI and has a radar system with a 1000 meter radius to detect enemies. When destroyed, Mental can easily replace them by teleporting more cannons in place of the ruined one.

Name: Rocket Turret

Type: anti-air
Basic Description: Used as either anti-air or anti infantry, the Rocket turret is a cybernetic machine with a large organic eye between two pods of rockets. It will always blink before firing a barrage of missiles. 


Name: Marsh Hopper

Type: living land mine
Basic description: The Marsh hopper is a frog like alien from Rigil Kentarus which Mental uses as an area denial tool. These creatures defend their territory with a suicidal tactic; they hop towards enemies and then inflate themselves, exploding all over enemies. when they explode, Marsh Hoppers unleash toxic, acid slime from their intestines. This acid slime kills infantry very easily and in great numbers can even eat through heavy armour.

These creatures burrow in virtually any kind of soil or hide in nooks and crannies. Sometimes Mental has them stored in magic boxes which only open when an enemy is near. These magic boxes on average hold about ten thousand on average Marsh hoppers. When they are used as land mines, a single square kilometre can have as many as a hundred thousand Marsh Hoppers.

The Marsh Hoppers are magically controlled so they don't attack Mental's own units. They also reproduce very rapidly, so that despite dying in the hundreds of thousands or millions per day, their numbers only grow. They're like cain toads on steroids and viagra; Mental doesn't have to use necromancy to have insane numbers of them. But necromancy can be used if they are running low.

As with all of Mental's units, they turn into dust when they die so the enemy can't acquire their DNA or biomass.

Additional factors: Despite being a living landmine, Mental sometimes uses these creatures as part of the first attack wave, forcing enemies to shoot not only regular infantry but endless swarms of killer exploding frogs.

Name: Plasma Cannon

Type: artillery
Basic Description: The Plasma cannon is a computer driven artillery device which lobs plasma mortars similar to a Covenant tank in power and range. Targets are picked out by a long range scanner dish on top of the gun. Because they are immobile, they are usually teleported in and out of position and cannot move on their own. They possess a 360 degree field of fire though.

Name: Static Cannon

Type: artillery
Basic Description: The Static cannon is identical to the Rotating cannon except that it's mounted on a set of wooden wheels. The name staic is something of a misnomer as it is mobile, unlike the rotating cannon and moves around on wooden wheels. These are mental's mobile artillery pieces with a range of five kilometres.

Name: The Mental Institution

Type: Army base/factor
Basic Description: The Mental institution is a seven hundred foot tall pyramid which serves as Mental's headquarters on planet side. It is from here that Mental controls all of his troops movements and it also features an arms and vehicles factory which can manufacture the two said items on site.

The Mental institution is heavily armoured and can withstand a direct nuclear hit. It is armed with numerous SBC cannons, short ranged fireball launchers and long range rocket launchers which can easily take out the fastest air forces. As a defence, the Mental institution also produces Fatso and Seagull fighters as well as possessing the cloning vats to produce Witch Harpies, cloned shotgunners, riflemen and numerous other troops. It has facilities on board to produce nearly all of Mental's various troops

The only way to do serious damage to the Mental institution its shoot the core when the main doors open to release vehicle and aircraft.

Additional factors: The Mental institution has teleportation equipment which allows Mental to transport troops hundreds of kilometres away without the need for aircraft.



==LEADER PROFILE==

Command Designation: Chief Commander

Name: Mental:
When it comes to leaders, Mental has truly earned his name. He began life as one of the Hum-Ta, a godlike species who ruled over multiple galaxies peacefully. Originally named Tah-Um, Mental went mad one day and decided to wipe out all sentient life in creation. He destroyed all of his species and then embarked on a quest to destroy all sentient life. When all sentient life is wiped out, Mental goes to sleep and deactivates his forces  until the next time sentient life evolves.

Notable Achievements: Mental's achievements is a list of genocides. His very first success was the destruction of a race called the Ellians. Later, Mental successfully caused genocide against the Sirians. Later still, he wiped out the Earth and humanity with it when he used his psionic powers to crash he moon directly into Egypt.

Personality:

The Good: Mental, despite the fact that nobody has ever seen him, is highly charismatic and is able to get a wide variety of races to work for him and even worship him like a god; the more violent a species is the easier it seems to be for Mental to sway them to his cause. On multiple occasions he's managed to corrupt more intelligent species such as the Witch Brides. He is very good as finding things to fill the ranks of his armies and is highly creative in that he can look at nearly anything and figure out some way to make it a viable soldier in his forces. He is also very intelligent in that he takes enemy soldiers and forcibly converts them to his cause.

Mental is highly clever, and he's survived multiple assassination attempts, including those perpetrated by his nemesis Serious Sam. More than once, Mental has set up decoys while he makes a handy escape; allowing his enemies to think that he's in one place while he's in another. He also makes great use of the fact that nobody  in creation knows what he looks like.

The Bad: Mental is shithouse crazy. He desires to destroy all sentient for no other reason than he's a frothing loony. He normally doesn't use very sophisticated tactics; preferring to use huge wave attacks. He does not because he can't come up with anything better but because the deaths of his own troops pleases him almost as much as the death of the enemy does. Also, because he hates intelligent life so much, almost all of his forces are mindless, the exceptions being a few generals and a handful of scientists and engineers.

Style of Leader: Totalitarian

Mental is an absolute dictator, largely due to the fact that most of his minions are totally mindless. There are only a handful of intelligent people working for him and they obey his twisted whims without question.

==LEADER X-FACTORS==

Adaptive creativity: 85/100--Mental is highly creative when it comes to recruitment. He's like a mad scientist who takes the most innocent  or random things and makes them into lethal killers.

Tactics: 46/100--Mental prefers Brute force, his only cleverness with this is his tendency to teleport soldiers in the middle of enemy formations and behind enemy lines in encirclements.

Strategy: 53/100--Mental's strategy is to keep throwing more troops and bigger bombs at the enemy until he wins. The most intelligent thing he does is steal enemy units and technology and use them for his own purposes. 

Intuition:65/100--Though not prescient per se, Mental has proven to be very intuitive; which translates into escaping multiple assassination attempts. More than once, Mental seemed to know with staggering accuracy when the human forces were going to mount a special forces offensive or assassination mission; during which the operations were intercepted and stopped accordingly.

Audacity: 90/100--While personally never taking part in battle, as a commander Mental is insane. He never cares about casualties; is willing to throw hero units into the meat grinder with his cannon fodder and is always having his scientists and engineers create insane new super weapons to turn the tide of battle. Like I said before, he's the guy who'll use a sledgehammer to crack walnut. He'll do anything and everything to win.The only thing he cares about is his own personal life. 

Intelligence: 75/100--Being hundreds of thousands of years old, Mental is very intelligent. Though unlike other commanders he's not big on strategy.

Psychological warfare: 51/100--Unless psychological warfare means more and bigger bombs dropped on the enemy Mental doesn't really bother. Though one time he phoned Serious Sam to mock him after all his friends were killed in an attack by Mental's forces. Also Mental has shown himself to be very sarcastic, not that it matters.

Experience: 81/100--Mental is hundreds of thousands of years old and has wiped out sentient life in the galaxy several times. He's faced everything from simple primitives to species with planet cracking technology

Discipline: 53/100--Not disciplined in the strictest sense of the word, Mental is like a cocaine fuelled Starcraft player; no matter how many battles he's beaten in, he'll never quit until he wins the war. 

Leadership: 98/100--Only the Serious Sam clone disobeys him, and even that is loyal to Mental unto death. No other unit in Mental's army has ever disobeyed him, ever. Indeed it's impossible for Mental's soldiers to disobey him.

Corruption: 99/100--Mental loves to kill his own soldiers in wave attacks. Far from disregarding casualties, he seems to enjoy them.  That said, his love of human wave tactics won't stop Mental from winning. 

Additional factors:

Necromancy: Mental can bring people back from the dead, and he will bring back any hero units who are killed. Normally he won't even bother trying to resource the cannon fodder; Ugh-Zahn and Mordekai will do that for him.
He is Mental: Mental can't be bought, bargained with or intimidated. He wants to destroy all sentient life everywhere and any alliances he makes will be temporary.


==ARMY X-FACTORS==

Morale: 100/100--Most of Mental's soldiers are mindless, and the few intelligent troopers he has are through black magic or mind control incapable of retreating or surrendering or doing anything but fighting until they're torn apart.

Logistics: 90/100--Given that all of Mental's soldiers and machines have infinite ammo and a number of his troops can survive without food, water or oxygen he scores very high here.

Espionage: 32/100--Mental rarely bothers with espionage, favouring a blitzkrieg approach which smashes enemy lines before they can figure out what happened.

Discipline; 58/100--In Mental's army, friendly fire incidents are common and mindless soldiers have a habit of running into friendly lines of fire in their drive to kill the enemy.

Overall Army intimidation: 75/100--Mental's army is a collection of Mutants, lunatics and freaks. The sight of beheaded soldiers attacking them will at the very least have Mental's enemies baffled and off balance.

Reinforcement rate: Very High

Mental's use of necromancy allows him to waste huge numbers of troops in wave attacks while at the same time suffering almost no net losses of troops unless his troops are utterly destroyed/dismembered (which, given that they are fragile, is not hard). Mental is also able to produce new troops on site with cloning tanks, cybernetics and robotics factories. He is easily able to add new auxiliaries to his army (somehow.....) and can keep on creating units of pure magic in a very short period of time. He is also not above buying vast amounts of disposable mercenaries.

==PAST OPPONENTS==

Elians: Not much is known about this species, except they were technologically advanced and they were all wiped out.

The Sirians: The Sirians were a species advanced both in magic and science. By the time Mental had awakened, they possessed fleets of warships with planet destroying capability and had an interstellar empire of their own. Though they fought with all their might, they were all wiped out by Mental.

Earth Defence Force: When humans on Earth discovered Sirian ruins in Egypt, they launched an interstellar empire of over a dozen star systems in little over a hundred years. They were more advanced than humans of today and had reverse engineered a great deal of advanced alien technology. But like the Sirians, it was all for not and they were all wiped out by Mental's forces.

Serious Sam: Mental's most hated and persistent foe is a soldier of the EDF who was wounded many times but never killed in the fight against the alien invaders. Sam became a hero of Earth, a wise cracking gun toting hero of first person lore. Sam has beat the odds time and time again , sometimes outnumbered a thousand to one by Mental's forces on a good day. Sam keeps on fighting with the goal to kill Mental and save EArth once and for all. Yet despite all this and his plot armour, Sam hasn't killed Mental yet or saved Earth.

Quantity vs Quality: Hella Quantity

Quantity is the cornerstone of Mental's entire war machine.  More often than not, Mental swarms his enemies with superior numbers, gaining more troops than he loses and bolstering this with rapid manufacturing, cloning and necromancy. His soldiers on average are dumb as a brick and throw themselves at enemies like it's an olympic even. The only quality that Mental really cares for is firepower. His huge swarms of dumb as bricks cannon fodder are supported by overwhelmingly massive and heavily armoured units as well as stupidly overpowered hero units. For Mental, bigger is better. 

More often than not, Mental typically outnumbers his foes by hundreds to one. 

OFFENSIVE vs. DEFENSIVE: Almost all Offense:
With the exception of putting up a few turrets and his mobile fortress, Mental is almsot completely dedicated to offense. From the moment he lands until the moment he is defeated or wins he will be constantly attacking his foes. 

==ADDITIONAL FACTORS==



Suicide intelligence: Part of Mental's recon strategy is to teleport a handful of his weakest soldiers into enemy territory and see what happens to them. This is an easy way for Mental to identify his enemy's strenghs and how his own soldiers will fare.

Blitzkreig: Mental's war strategy is highly aggressive, he's going to want to strike first at the enemy.  He's going to get as much recon done as he can in as little time as possible; no declarations of war, no attempt to communicate and usually it'll be with overwhelming firepower. 

Teleportation: Even if his fleet is destroyed, Mental's teleportation technology means that he can still move vast numbers of troops all over the planet unhindered by any kind of anti-air defences and bypass fortifications and static defences.

Traps: Frequently, Mental will leave a single beheaded rocketeer in one place for days or even months on end; however long it takes. When enemies stumble onto this long Rocketeer, they will kill it; this in turn will trigger a teleportation of an attack force which will surround and strike the ones who killed the lone rocketeer.

Cybernetics: Advanced cybernetics are used to resurrect units when the bodies are too badly damaged for necromancy. Cybernetics can also be used to transform native wildlife into allied fighting units.

Sentient life: Mental loves primitive species as soldiers, but hates intelligent life. Intelligent technologically advanced life will nine times out of ten be attacked and wiped out with extreme prejudice. Some intelligent lifeforms will be forcibly converted into the army through brain washing or black magical control but only if they're very powerful.

Some General strenghs:

-Long range mass teleportation is ideal for troop movements and bypassing enemy defences. Teleports don't seem to be affected by energy shields.
-Mental's soldiers are 100% loyal to him
-Few intelligent units he has working for him are loyal to Mental unto death and never retreat, ask for mercy, offer mercy or surrender.
-His army can never be intimidated or demoralized.
-Necromancy means that every hero is replaceable
-his army has some very powerful weapons at their disposal and very powerful units too.
-Use of flanking or encirclement through teleportation of massed troops is highly effective.
-Army can fight and survive in almost any environment.
-Mental's vehicles and soldiers are built to work in combined arms doctrine, where each type of unit compliments the strengths and bolsters the weaknesses of each other.
-It is very difficult to reverse engineer their tech but not wholly impossible as the EDF was able to reverse engineer some. 
--Lave and HOT environments have shown to be no difficulty to them 

General weaknesses:

-No tactics beyond massive wave attacks and simple encirclement and flanking maneuvers.
-The Leader's sanity is questionable.
-Mental can be killed, and killing him will end his army once and for all. He is the only irreplaceable unit in the whole horde.
--Some videos have described Mental undergoing experimentation to fulfill his need for more troops, and his tactics do cause his troops to die extremely quickly. 
--May be offput by beginning a battle with equal starting numbers. 
--Has few competent underlings
-- Neutral factions will most assuredly side against Mental if the other faction is even semi-social

Motivation: Destruction of sentient life


Mental wants to destroy all sentient life that exists everywhere. It's his only target, his only goal; he's done it several times in the past and he shows no signs of losing any of his drive or motivation to commit universal genocide. 
==VICTORY GAINS==

Auxiliaries/mutant creations/mercenaries; Mental stands to recruit or genetically modify any primitive species he encounters. Sentient species will be recruited if they're valuable enough, however most will choose not too. Even the most innocent and harness of lifeforms can be turned into deadly monsters given time.

Technological gain: High

On multiple occasions Mental has adopted enemy weapons and devices when they're destructive enough and frequently has his engineers work on making it deadlier. During the battle, his technopolips will allow him to convert and control enemy vehicles on the spot. So Mental will start copying and reverse engineering enemy technology almost immediately.

Biological gain: High

Mental can create clones from extinct species, use magic or technology to turn harmless animals into lethal demon like monsters. Usually in a span or days or even hours. Dead or captured enemy soldiers can be turned into headless troops or brought back as zombies or even skeletons depending on Mental's whims.


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