==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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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==
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.
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.
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==
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.
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.
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.
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
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.
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.
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.
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.
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.
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
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.
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==
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.
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.
A kleer isn't very strong individually, but they usually appear in large herds.
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.
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==
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.
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.
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.
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.
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.
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.
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.
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.
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
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==
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.
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.
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.
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)
(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.
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.
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.
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==
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==
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.
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.
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.
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.
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.
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.
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
--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
--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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