WarCraft III Conversion

  

Xenomorphs

 

 

Xenomorph Ovomorph Egg: The Ovomorph is the beginning stage of the Xenomorph's lifecycle.  It is a large, leathery, egg-like pod, incubating a single Facehugger parasite.  A mass of root-like tendrils form from the bottom of the Egg, possibly gathering mineral nutrients from the environment, or acting as a network of sensory organs.  They can sit in a near-death state of dormancy for decades or possible centuries, depending on the conditions.  A Queen will continually lay these Eggs throughout most of her life.

 

 

Armor: (Unarmored).

 

Attack: None.  The Ovomorph is incapable of any movement other than releasing its Facehugger.

 

Special Abilities:

 

          Release Facehugger: The Egg 'awakens' its Facehugger and opens up, directed towards a suitable host.

 

Release Facehugger (Queen Embryo): This varies from the normal ability in the fact that the Facehugger is prepped to carry a Queen embryo.  Queens are typically only laid if their are either no other Queens in the area, or the hive has grown large enough to divide into two separate hives.  This ability will cause a 'Chest-Burster Queen' to gestate within the host

 

Persistently created by: Xenomorph Queen (no requisites)

Upgrades: None

 

 

Xenomorph Facehugger parasite: The parasitic Xenomorph form known as the 'Facehugger' is the second stage in the lifecycle.  It is small and spidery, with long digits connected to a palm-like body, covered in a thick skin of silicon and protein chains.  The Facehugger lives only long enough to latch onto its host, implant its Alien embryo into its chest cavity, and then die.

 

 

Armor: (Unarmored).

 

Attack: None.  The only thing dangerous about Facehuggers, other than their highly acidic fluorine-based blood, is their agility and effectiveness at finding a host and laying its embryo.  Removing the Facehugger without killing the host is nearly impossible.

 

Special Abilities:

 

          Find Host: Normally, a Facehugger that has been released from its Egg will head straight for the nearest host.  If for some reason it somehow gets lost or its action is interrupted, the Face hugger can be directed to a better spot, and its search for a host can be reactivated with this ability.

 

Created from: Xenomorph Egg (no requisites)

Upgrades: None

 

 

Xenomorph Host: Though Facehuggers can no doubtfully incubate their Xenomorph embryos within a vast array of medium-sized life forms, the most common hosts (at least in this section of space) are humans colonists and survivors of failed Marine operations.  Within merely hours of he Facehugger's death, the embryo grows into a form that is large and mature enough to emerge from the host's chest, typically by a violent exit through the chest.  It is rumored that a Xenomorph embryo picks up minor genetic information during its short gestation period, subtly altering its own development to be better suited to its host's environment.  If this is true, it only emerges through very minute aspects, and due to the minority of non-human hosts, it is not probable that such changes over hive generations will be observable.

 

 

Armor: (Unarmored).

 

Attack: None.  Hosts are of course totally hostile to the well being of the hive, and have to be forcefully brought in and immobilized with resin.  The Facehugger parasite delivers strong toxins to the host to immobilize them during incubation (also supplying the host with oxygen from gasses synthesized within its own body and/or from the surrounding air). So by the time the parasite has detached and the toxins begin to wear off, the Host neither has the strength to escape nor the time to act before the Xenomorph fatally exits their body.

 

Special Abilities:

 

          Incubate: Once a Facehugger attaches itself onto a Host, it immediately begins the surprisingly quick process of implanting is embryo.  In a short amount of time, a Chest-Burster will emerge from the host.

 

Created by: Alcove (no requisites)

Upgrades: None

 

 

Xenomorph Chest-Burster Larva: This is the third stage in the Xenomorph lifecycle.  Once this small, larval stage of Alien has emerged from its host, it quickly begins to grow.  It sheds its skin numerous times to increase in size and eventually mature into one of several adult physical builds, ready to serve the hive in specific roles and tasks.

 

 

Armor: (Unarmored).

 

Attack: Bite (Melee, Concussive).  Chest-Bursters are only seriously able to defend themselves, as they search for various things to nourish their rapid growth.  In large groups, however, they can be a threat even to larger life forms.

 

Special Abilities:

 

          Mature: Pick one of several Xenomorph unit types for the Chest-Burster to quickly grow into.  It cannot attack while doing this, and moves at a slightly slower rate.

 

Created from: Host (no requisites)

Upgrades: None

 

 

Xenomorph Chest-Burster Queen Larva: This Chest-Burster specifically grows into a full-fledged, fertile Queen, ready to start its own ravenous hive.

 

 

Armor: (Unarmored).

 

Attack: Bite (Melee, Concussive).  Chest-Bursters are only seriously able to defend themselves, as they search for various things to nourish their rapid growth.  In large groups, however, they can be a threat even to larger life forms.  (the possible sub-Queen transitional form might have stronger attacks, though.

 

Special Abilities:

 

          Mature to Queen: Chest-Burster Queens automatically begin developing into a Queen, though this takes much longer than a normal.  It can still attack and move normally for most of this time, at least up until the last portion of its growth, possibly becoming immobile altogether for several moments while it adjusts to its final form.  It might even have a strong, adult-like, transitional form to defend itself for much of its growth period.

 

Created from: Host (no requisites)

Upgrades: None

 

 

Xenomorph Worker: Considering just how vastly different A mature Xenomorph is from its larval Chest-Burster form, the Worker and other Adult breeds could be considered the fourth and most prominent stage in the lifecycle.  Workers serve as basic, integral attendants to the Queen and general upkeep of the hive structure itself.  They are roughly 7 feet tall, and have vaguely human-shaped proportions and posture.

 

 

Armor: Fluorocarbon Carapace (Xenomorph.  Note: Most Xenomorphs will fall into this armor type.  For play balance, it should fall between the effectiveness of Concussive and Explosive weapon types, though slightly less effective against Concussive.  It will either be Unarmored with several armor points, or Light Armor with no extra points.).

 

Attack: Bite, Claws (Melee, Concussive).  Workers are notably fast and agile fighters, but their size and mindset generally limits them to hive defense.

 

Special Abilities:

 

          Stealth: While on the resin, Drones are undetectable as long as they are not moving.

 

          Stealth (Upgrade): Workers take tremendous advantage when they adjust their body temperature via their polythermic nature.  They can remain unseen outside the hive so long as they do not attack, while inside the hive they are completely undetectable without additional equipment.

 

Create Hive Resin: Constructs a Hive Resin structure, which provides additional supply and expands the amount of resin in a hive.

 

          Inhabit Alcove: By moving to directly within the former human settlement/recourse centers known as Alcoves, Individual Workers are able to improve the rate of the hive's intake of resources.  The maximum amount of Workers able to enter a hive is five.

 

          Frenzy (Upgrade):  The Xenomorph pushes its blood pressure and metabolic rate into a state of heightened activity, greatly increasing its rate of movement and attack.  Its body, however, has difficulty in handling the increased volatile nature of its physiology, receiving damage every second.

 

Created from: Host (no requisites)

Upgrades: Polythermic Adjustment (Resin Pillars), Hyperactive Metabolism (Infested Generator)

 

 

Xenomorph Drone: Drones are stronger, more independent breed of Workers, devoted to securing the hive's development by offensive means.  Chiefly used to clear out nearby threats and find suitable hosts, they are often the first kind of Xenomorph that emerges from a Queen-less batch of Eggs.  Drones appear very similar to Workers, though two major differences Drones possess are thicker limbs and much smoother foreheads.

 

 

Armor: Fluorocarbon Carapace (Xenomorph).

 

Attack: Bite, Claws, Tail (Melee, Concussive).  Drones attack using many parts of their bodies together in viscously fast strikes.

 

Special Abilities:

 

          Stealth: Drones are undetectable as long as they are not moving.

 

          Stealth (Upgrade): Drones take tremendous advantage when they adjust their body temperature via their polythermic nature.  They can remain unseen inside or outside the hive, so long as they do not attack.

 

          Detect Emissions (Upgrade): Drones have heightened senses as well as intelligence, alerting them to any hostile units in the are that might be normally undetectable.  This includes Xenomorphs from other hives, as well.

 

          Frenzy (Upgrade):  The Xenomorph pushes its blood pressure and metabolic rate into a state of heightened activity, greatly increasing its rate of movement and attack.  Its body, however, has difficulty in handling the increased volatile nature of its physiology, receiving damage every second.

 

Capture/Release (Modal): By targeting a near-dead unit, A Drone can stun them and drag them back to the hive.  Their movement rate is somewhat slowed, and they cannot attack, but their stealth is unaffected.  Once they return the captured unit to the hive, releasing the unit instantly turns them into a Host, ready to be impregnated by Facehuggers.  They can be released anywhere else, though they will be stunned and unable to act for several seconds after being dropped by the Drone.

 

Created from: Host (no requisites)

Upgrades: Polythermic Adjustment (Resin Pillars), Hyperactive Metabolism (Infested Generator), Pheromone Acuity (Infested Generator)

 

 

Xenomorph Lurker: Lurkers are a bit of a less common or typical Xenomorph type.  They are a bit smaller and more slender, and have a tendency to run on all fours.  They also lack the four back 'spines' found on all other Xenomorphs.  It is assumed Lurkers gestate in local animals such as dogs or similar life forms of that size and shape.  They are a bit less intelligent than other breeds, and generally work in small packs as scouts or hit-and-run fighters.  

 

 

Armor: Fluorocarbon Carapace (Xenomorph).

 

Attack: Bite, Tail (Melee, Concussive).  Lurkers tend to attack using their long, sharp tails and their tooth-filled tongues.

 

Special Abilities:

 

          Stealth: While on the resin, Lurkers are undetectable unless they are attacking.  Outside the hive they can only remain unseen if they do not move.

 

          Stealth (Upgrade): By properly adjusting their body temperature via their polythermic nature, they can remain unseen outside the hive so long as they do not attack.

 

          Detect Emissions (Upgrade): Lurkers have acute senses, alerting them to any hostile units in the are that might be normally undetectable.  This includes Xenomorphs from other hives, as well.

 

          Frenzy (Upgrade):  The Xenomorph pushes its blood pressure and metabolic rate into a state of heightened activity, greatly increasing its rate of movement and attack.  Its body, however, has difficulty in handling the increased volatile nature of its physiology, receiving damage every second.

 

          Leap:  The Xenomorph makes a very long, powerful lunge at its prey, stunning their target for a few seconds and dealing significant damage.

 

Created from: Host (requires Infested Generator)

Upgrades: Polythermic Adjustment (Resin Pillars), Hyperactive Metabolism (Infested Generator), Pheromone Acuity (Infested Generator)

 

 

Xenomorph Soldier: Soldiers are large, very tall (well over eight feet in total height) versions of Drones, serving strictly as attack units.  They are extremely intelligent and can work effectively both alone and in large groups.  They have much longer limbs and wider hands and feet than Drones, and stand with a low, predatory stance.

 

 

Armor: Thick Fluorocarbon Carapace (Light Armor).

 

Attack: Bite, Claws, Tail (Melee, Concussive).  True to their name, Soldiers are a very effective breed meant solely to destroy.  Their claws and teeth are far sharper than other Xenomorph types, and they can use their tails as sadistic whipping and stabbing weapons.

 

Special Abilities:

 

          Stealth: While on the resin, Soldiers are undetectable unless they are attacking.

 

          Stealth (Upgrade): By properly adjusting their body temperature via their polythermic nature, Soldiers can remain undetectable so long as they do not move.  Outside the hive, they can remain unseen as long as they do not move.

 

          Leap:  The Xenomorph makes a very long, powerful lunge at its prey, stunning their target for a few seconds and dealing significant damage.

 

          Disable Devices (Upgrade): Soldiers have a knack for figuring out how to ruin machines or render them inoperable.  Once a device has been located, such as a mine or detector, they simply take a moment to destroy it without further hassle.

 

Created from: Host (requires Infested Generator)

Upgrades: Polythermic Adjustment (Resin Pillars), Creative Deduction (Infested Generator)

 

 

Xenomorph Warrior: Warriors are a type of Xenomorphs that arguably are a result of major, almost strategic adaptation to survival needs.  They are simply massive aliens, easily a step between Soldiers and Queens, capable of taking on buildings and armed vehicles almost single-handedly.  Their heads are broad, and have a notable degree of separation between the front and longer back end.  They have wide shoulders, and arms nearly long enough to brush along the ground when they run.

 

 

Armor: Thick Fluorocarbon Carapace (Light Armor).

 

Attack: Bite, Claws, Tail (Melee, Concussive).  Warriors are just as viscous, if not more viscous than Soldiers are.  Their greater size and bulk additionally makes them more effective against larger enemies.

 

Special Abilities:

 

          Stealth: While on the resin, Warriors are undetectable unless they move.

 

          Stealth (Upgrade): By properly adjusting their body temperature via their polythermic nature, Warriors can remain undetectable inside or outside the hive, as long as they do not move.

 

          Bash:  By ramming hard and fast against their target, they can stun and damage the target, with greater damage and duration to larger targets.

 

Silicon Skin (Upgrade): A further adaptation to the need of protection from greater threats to the hive, Warriors can shed their outer layer of proteins and replace much of their exoskeleton with thick, hard plates.  This individually upgrades their armor type to Heavy Armor, making them nearly as impervious as human tanks.

 

Created from: Host (requires Heavy Adaptation)

Upgrades: Polythermic Adjustment (Resin Pillars), Hydrocarbon Replacement (Resin pillars)

 

 

Xenomorph Praetorian: Praetorians are what is technically an immature Queen.  They are roughly a bit larger than Soldiers, and mostly resemble a mobile Queen with a smaller crown, but unlike Queens, they are born infertile.  Their role in the hive is perhaps simply a mix-up of pheromone communication to Ovomorphs, attempting to create a Queen when it is unnecessary.  Their hostile, vicious nature is often instead simply turned towards offensive duties, backing up Soldiers and Drones in the task of destroying large groups of enemies.

 

 

 

Armor: Thick Fluorocarbon Carapace (Light Armor).

 

Attack: Bite, Claws, Tail (Melee, Concussive).  Praetorians are effective large Xenomorphs, and can take down enemies with a mix of speed and brute strength.

 

Special Abilities:

 

          Bash:  By ramming hard and fast against their target, they can stun and damage the target, with greater damage and duration to larger targets.

 

Mature to Queen (Upgrade): Surprisingly, Praetorians can spontaneously develop into fertile Queens if the opportunity and need arises.  The growth process is not terribly long, either.

 

Created from: Host (requires Resin Pillars)

Upgrades: Queen Maturation (Resin Pillars)

 

 

Xenomorph Infested Freighter: Xenomorphs are often able to sneak onboard ships, slowly destroying the crew one by one.  The ship is then technically in the hands of the alien, which will attempt to find any means available to fine more hosts to prepare, though this rarely equates into commandeering vessels to go anywhere successfully, let alone specifically.

 

 

Armor: Light Hull Alloys (Light Armor).

 

Attack: None.  Xenomorphs are intelligent, but not enough to operate weapon systems.

 

Special Abilities:

 

Load/Unload:  Loads and unloads Xenomorphs, but they do it in sneaky ways.

 

Takeoff/Land (Modal): Once an Infested Freighter actually reaches a destination, it needs to land for the Xenomorphs to disembark.       

 

Crash: Sometimes the ships simply crash, doing tremendous damage to buildings and units in its zone of impact.

 

Created from: Infested Generator (requires Resin Pillars)

Upgrades: None

 

 

 

Buildings:

 

Xenomorph Queen: The central, most important figure in any Xenomorph hive.

 

 

Armor: Thick Fluorocarbon Carapace (Light Armor).

 

Armament (Mobile Mode): Claws, Tail, Bite (Melee, Concussion).  Mounted near the front of the craft, this pair of fire-linked cannons fire focused beams of charged particles.  They are each suspended on a low-friction assembly, granting easy movement to keep a beam tracked on a target for optimal damage.

 

Functions:

 

          (Center): Resources transfer directly between the resource building (Alcove) and the Queen herself.  The Queen also continually lays Eggs around her.  Provides the hive with a supply of 5.

 

Create Resin: Xenomorph structures can only be built on the resin, which also gives units additional stealth abilities. A Queen will expand the amount of resin in a hive by a large amount.

 

Consume: To ensure its own survival, a Queen can devour one of its own Xenomorphs, restoring hit points based off a small percent of the devoured unit's health.

 

Infest Structure: Create one of the hive's many structures within visual range of the Queen or other buildings.  The exception to this is the Alcove, which can only be built by Workers.

 

          Mobile Mode (Modal): The Queen separates from her ovipositor, allowing it to defend the hive from small groups of would-be invaders.  While the Queen is strong and has a vast store of hit points, she is not terribly fast in this mode, and would take a great deal of time to move to another base or hive.  Using this ability again sets her where she is to re-grow a new ovipositor and return to her normal tasks.

 

         

Built from: Chest-Burster Queen (no requisites), Praetorian (requires Queen Maturation)

Required for: Infested Generator

Upgrades: Anabolic Movement (Resin Pillars)

 

 

Infested Generator: Xenomorphs tend to create hives around generators and powerplants, due to the excess heat they produce.  This is one of them.

 

Functions:

 

          Infest Freighter:  Creates an Infested Freighter. (Requires Resin Pillars)

 

          Hyperactive Metabolism:  Allows several Xenomorph units to use Frenzy.

 

Pheromone Acuity: By researching this, Drones and Lurkers gain the Detect Emissions ability.

 

          Creative Deduction:  Research the ability Disable Devices for Soldiers.

 

 

Built by: Alien Queen (no requisites, technically)

Required for: Lurker, Soldier, Warrior, Resin Pillars

 

 

Resin Pillars: A strange cluster of curved, intricate structures.  While it isn't known whether or not they are simply many layers of resins secreted over pre-existing pillars or are or purely free standing, they are certainly a sign that the hive's complexity has grown exponentially.

 

Functions:

 

Polythermic Adjustment:  Unlike most life forms, which are either exothermic or endothermic (cold and warm blooded), Xenomorphs are polythermic; they are able to willingly adjust their body temperature.  This is predominantly used in conjunction with their Hydrofluoric blood to go quickly from near comatose states to full activity in seconds.  By adjusting their temperature to within a thousandth of a degree of the background temperature, their stealth abilities will increase greatly.

 

Hive Deviation: This research upgrade inhibits hostile Xenomorph units from hiding within the hive's resin as if it were their own hive.  They will be treated as if they are in 'outside hive' terrain, and thus can only use their 'outside hive' stealth capabilities.

 

Hydrocarbon Replacement: Greatly increases the rate of skin shedding and production of hydrocarbons/fluorocarbons, enabling Warriors to use their ability Silicon Skin.

 

Anabolic Movement:  Greatly increases the movement speed of the Queen in her Mobile Mode.

 

          Queen Maturation: Gives Praetorians the option to spontaneously adapt and become fertile Queens.

 

Built by: Alien Queen (requires Infested Generator)

Required for: Praetorian, Infested Freighter

 

 

Alcove: This is all that remains of a human colony/resource center after a Xenomorph hive has overtaken it.  Xenomorphs begin to take everything within the structure, dissolving whatever they consume directly into their acidic, oxygen-less bloodstream, like some kind of living fluorine battery.

 

Functions:

 

Resource Structure:  Provides the hive with Resources. They are transferred directly to the Queen at a moderately slow rate.

 

Load Workers: up to five Workers can enter an Alcove, each improving the Alcove's collection rate of Resources.

 

Create Resin: Xenomorph structures can only be built on the resin, which also gives units additional stealth abilities.  An Alcove will expand the amount of resin in a hive by a small amount.

 

          Deliver Host:  All Hosts found within the area are brought immediately to the Alcove, providing a hive with an abundant, constant supply of live hosts.  Deliver Host will quickly bind a Host to the resin floor near the Alcove, ready to be implanted with an embryo.

 

Built by: Alien Queen (no requirements)

Required for: None

 

 

Hive Resin: This small resin structure represents a central point to part of the resin secreted within a hive.

 

 

Functions:

 

Supply:  Each Hive Resin structure increases the hive's total supply by 5.

 

Create Resin:  Xenomorph structures can only be built on the resin, which also gives units additional stealth abilities. A Hive Resin structure will expand the amount of resin in a hive by a medium-sized area.

 

Built by: Worker (no requirements)

Required for: None

 

 

Broken Conduit: Xenomorph hives often disturb the integrity of the structures they are built upon.  Eventually, structures such as conduits or gas lines break, becoming  hazardous to anything not familiar with the hive.

 

Functions:

 

Attack: Attacks ground and air units with an Explosive, ranged attack.

 

Built by: Alien Queen (no requirements)

 

 

Broken Gas Line: Xenomorph hives often disturb the integrity of the structures they are built upon.  Eventually, structures such as conduits or gas lines break, becoming  hazardous to anything not familiar with the hive.

 

Functions:

 

Attack: Attacks ground units with a Concussive, area of effect attack.

 

Built by: Alien Queen (no requirements)