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)