WarCraft
III Conversion
Predators:
An advanced species of hunters known as the Yautja.
Units:
Predator
Neophyte: Neophytes represent Predators who typically are too young
to have yet completed the proper rights/training to become full-fledged
hunters, but a few are hunters who are tagging along during their 'off'
season. They instead are delegated to
basic tasks of managing the Landing Craft, collecting supplies, and setting up
new buildings.
He's pissed.
Armor: None (Unarmored)
Armament: Unarmed (Melee,
Concussive). Neophytes prefer to defend
the hunting camp at least with Guardian weapons, but they will use their bare
hands if cornered.
Special Abilities:
Construct: Begin construction
of one of the main structures.
Call To Arms: Head to the
nearest Landing Craft and collect equipment to become a Guardian for a brief
time, on order to defend the outpost.
Collect
Supplies: Head towards the nearest Ravaged Colony, pick up a load of
supplies, and return to the Landing Craft.
Built at: Landing Craft (no requisites)
Upgrades: None
Predator
Guardian: When the outpost or landing craft itself is under attack,
but no hunters are available or prepared to counter the assault, Neophytes are
equipped to serve as Guardians temporarily.
Grabbing battle scythes, shields, and a protective mask, they head out
and make the best attempt to thwart the invasion. After a certain amount of time, they remove their defense gear
and return to work.
He's very pissed.
Armor: Light Armor Plating,
Guard Mask, Defense Shield (Light Armor)
Armament: Battle Scythe
(Melee, Concussive). A short scythe
ending in a curved blade and a blunt weight.
Special Abilities:
Disarm: The Guardian
reverts back to a Neophyte and goes back to his last task.
Self-Destruct: A Predator's dying action is often to self-destruct, either to
save his honor or to take out his prey in the resulting explosion.
Built from: Predator Neophyte (no requisites)
Upgrades: None
Predator
Ambush Guardian: A Neophyte delegated to guarding an
Ambush Hole has the option to equip himself as an Ambush Guardian, a make-shift
version of their typical base-defense role.
He has a slightly better weapon in this mode, but is not well-armored,
and is only sent out specifically when prepared for an enemy attack.
I think he speaks for himself.
Armor: Light Armor Plating,
Guard Mask (Light Armor)
Armament: Combi Stick
(Melee, Concussive). A simpler version
of the normal Combi Stick, this weapon is generally more effective than the
crude Battle Scythe.
Special Abilities:
Disarm: The Ambush
Guardian reverts back to a Neophyte after a short period of time.
Built from: Ambush Hole (requires Prepare Ambush)
Upgrades: None
Predator
Ranger (Photon Cannon): Rangers are a typical, basic type of
hunter. Though very strong and fast,
they tend to rely on their powerful shoulder-mounted photon cannon and
razor-sharp wrist-mounted blades, rather than pure hunting skills, so it is
rare to find exceptional Predators equipped with these weapons. Regardless, Rangers are still very powerful,
formidable foes.
Armor: Armor Plating,
Hunting Mask (Light Armor)
Armament: Shoulder-mounted
Photon Cannon (Ranged, Explosive).
Special Abilities:
Self-Destruct: A Predator's dying action is often to self-destruct, either to
save his honor or to take out his prey in the resulting explosion.
Cloak (Modal)(Upgrade): Sometimes the only thing one knows
about Predators is that they are invisible.
This ability drains the Predator's store of energy, keeping him completely
cloaked so long as it is active.
EM Bomb (Upgrade): After throwing, these small, round, magnetically-coated mines
will latch onto any metal objects near their flight-path, detonating
immediately after impact. They will
simply fall to the ground and lie dormant if nothing attracts it, until a
proper target comes within range, in which the mine will fly through the air
and latch on. The EM effect of the
bomb's detonation will disable all machines within the area. The maximum amount is five, and they replenish
with supplies.
Switch to Blades: Retracts Photon Cannon
into storage position, and extends the long pair of blades on the right wrist
gauntlet.
Built at: Training Quarters (no requisites)
Upgrades: Magneto Overloads
(Training Quarters), Cloaking (Forge)
Predator
Ranger (Blades): Rangers are a typical, basic type of hunter. Though very strong and fast, they tend to
rely on their powerful shoulder-mounted photon cannon and razor-sharp
wrist-mounted blades, rather than pure hunting skills, so it is rare to find
exceptional Predators equipped with these weapons. All this means is that their
average skill and deadly arsenal balance out to make trouble for their
prey. In larger hunting parties, they
are equipped with electronic devices that can disable large mechanical units or
groups of hostile prey.
Armor: Armor Plating,
Hunting Mask (Light Armor)
Armament: Gauntlet Blades (Melee,
Concussive).
Special Abilities:
Self-Destruct: A Predator's dying action is often to self-destruct, either to save
his honor or to take out his prey in the resulting explosion.
Cloak (Modal)(Upgrade): Sometimes the only thing one knows
about Predators is that they are invisible.
This ability drains the Predator's store of energy, keeping him
completely cloaked so long as it is active.
Sonic Pulse (Upgrade): Using compressed air, this
gauntlet-controlled system creates a high-decibel blast of sound, stunning and
injuring units within a path.
Switch to
Cannon: Retracts Blades back into the wrist gauntlet, and extends the
shoulder-mounted Photon Cannon.
Built from: Ranger (Photon Cannon) (no requisites)
Upgrades: Sonic Pulse Device
(Training Quarters), Cloaking (Forge)
Predator
Game Hunter (Staff): A skilled hunter often prefers to use
weapons that emphasize precision rather than sheer power. Game Hunters arm themselves with the deadly
Combi Stick, Which in close-quarters combat they use to slash, dismember, and
violently throw their prey. There are
few things that can stand up to a hunter and his Combi Stick.
Armor: Armor Plating,
Hunting Mask (Light Armor)
Armament: Combi Stick
Double-bladed Staff (Melee, Concussive).
A Combi Stick is basically a metal tube that both extends to a 7-foot
double-bladed spear, and retracts to a compact gun that fires high-speed,
serrated darts comprised of unknown dense alloys.
Special Abilities:
Self-Destruct: A Predator's dying action is often to self-destruct, either to
save his honor or to take out his prey in the resulting explosion.
Cloak (Modal)(Upgrade): Sometimes the only thing one knows
about Predators is that they are invisible.
This ability drains the Predator's store of energy, keeping him
completely cloaked so long as it is active.
Launch Net (Upgrade): Using a conveniently small launcher,
the Game Hunter can trap his prey by aiming and firing, launching a large net
of thin metallic wire, dealing a small amount of damage to softer targets. The prey is immobilized for a significant
amount of time.
Retract Combi Stick: The Combi Stick
folds up into its Spear Gun mode.
Built at: Training Quarters (no requisites)
Upgrades: Net Launchers (Training
Quarters), Cloaking (Forge)
Predator
Game Hunter (Spear Gun): A skilled hunter often prefers to use
weapons that emphasize precision rather than sheer power. Game Hunters arm themselves with the deadly
Combi Stick, Which when folded up as a Spear Gun, they use it to pierce through
their enemies with high-powered darts.
These small barbed spears can puncture even the thickest of armor.
Armor: Armor Plating, Hunting
Mask (Light Armor)
Armament: Combi Stick Spear
Gun (Ranged, Explosive). A Combi
Stick is basically a metal tube that can both extends to a 7-foot double-bladed
spear, and retracts to a compact gun that fires high-speed, serrated darts
comprised of unknown dense alloys.
Special Abilities:
Self-Destruct: A Predator's dying action is often to self-destruct, either to
save his honor or to take out his prey in the resulting explosion.
Cloak (Modal)(Upgrade): Sometimes the only thing one knows
about Predators is that they are invisible.
This ability drains the Predator's store of energy, keeping him
completely cloaked so long as it is active.
Throw Disk: The Smart Disk
is a marvel of combat technology.
Though appearing to be an inconspicuous razor-edged disk, this
computerized device can actually maneuver to line-up and slice through its
target, reposition its flight path to hit several nearby targets, and then
return to its owner.
Extend Combi Stick: The Combi Stick
extends itself into its Double-Bladed Staff mode.
Built from: Game Hunter (Staff) (no requisites)
Upgrades: Cloaking
(Forge)
Predator
Sentry Drone: Some Predator hunting parties are apt to use simple robots
to manage menial tasks. Artificial
Intelligence is not a strong field in Yautja science, so the anything that
isn't a pre-programmed operation or a simple command entered via keypad is
typically beyond the capabilities of Sentry Drones. They can still set up basic traps, drop markers, or scan for
objects that stand out from their surroundings.
Armor: Metallic Casing (Unarmored)
Armament: None. Predators have enough trouble designing
programs to count beans, let alone fight live targets (figuratively speaking,
anyway).
Special Abilities:
Deploy Marker: Set a simply beacon/detector
into the ground, detecting units within a large area until destroyed. The Sentry Drone's uses its own supply of
energy to deploy Markers.
Deploy Colloid
Trap: Set up a pair of units connected together by a wire. When disturbed or broken by enemy movement,
the trap releases its stores of pressurized polymer fluid. On contact with air, it expands
exponentially and becomes a sticky foam, trapping all units within it and
restricting their actions until the foam breaks down when time passes. This can be a crucial means of halting enemy
offensives to particular areas.
Repair (auto)(Upgrade): Sentry Drones can be programmed with
detailed information regarding all the Predator's equipment, giving them the
ability to make thorough repairs on mechanical units and buildings.
Built from: Armory (no requisites)
Upgrades: Schematic Database
(Armory)
Predator
Weapons Expert (Missiles): A Predator that studies the designs and
maintenance of the standard hunting party weapons, Weapons Experts often tag along
on expeditions to fill out a heavy support role. He carries weapons designed for larger types of prey, and can
manage a few aspects of the party's upkeep, particularly the charging of their
energy.
Armor: Full-body Light
Plating, Hunting Mask (Heavy Armor)
Armament: Gauntlet-mounted
Rocket-propelled Launcher (ranged, Armor-Piercing).
Special Abilities:
Self-Destruct: A Predator's dying action is often to self-destruct, either to
save his honor or to take out his prey in the resulting explosion.
Cloak (Modal)(Upgrade): Sometimes the only thing one knows
about Predators is that they are invisible.
This ability drains the Predator's store of energy, keeping him
completely cloaked so long as it is active.
Recharge Energy (Upgrade): The Weapons Expert activates an energy
siphon: a device that draws upon charged particles in the surrounding area,
generating a large sum of energy over time that is distributed to surrounding
friendly units. The downside is that
the device must drain significant amounts of the Weapons Expert's own energy
stores to function.
Switch to Combat
Machete: Switches main weapon from the Missile Launcher to the Machete.
Built from: Armory (no requisites)
Upgrades: Energy Siphons
(Forge).
Predator
Weapons Expert (Machette): A Predator that studies the designs and
maintenance of the standard hunting party weapons, Weapons Experts often tag
along on expeditions to fill out a heavy support role. He carries weapons designed for larger types
of prey, and can manage a few aspects of the party's upkeep, particularly the
charging of their energy.
Armor: Full-body Light
Plating, Hunting Mask (Heavy Armor)
Armament: High-density
Longblade Machete (Melee, Concussive).
Special Abilities:
Self-Destruct: A Predator's dying action is often to
self-destruct, either to save his honor or to take out his prey in the
resulting explosion.
Cloak (Modal)(Upgrade): Sometimes the only thing one knows
about Predators is that they are invisible.
This ability drains the Predator's store of energy, keeping him
completely cloaked so long as it is active.
Construct Punji Pit: Using near-by
materials and some resources, the Weapons Expert will set up a deep pit filled
with sharpened spears, and disguise it from being seen. When a small to medium-sized unit walks over
or very close to the pit, they will fall in, revealing the pit to plain sight,
but trapping the unit in the process.
Up to four units can fall into the same pit at a time, each taking
damage rapidly while in the pit, stopping only a few hit points short of
killing them. Units can only be freed if the punji pit is targeted and
destroyed.
Switch to Combat
Machete: Switches main weapon from the Missile Launcher to the Machete.
Built from: Weapons Expert (Missiles) (no requisites)
Upgrades: None.
Predator
Master Hunter: Master Hunters and Master Duelists are members of the
upper echelons of Yautja hunting society.
After mastering all major combat and hunting skills, these expert
Predators become interested only in the most powerful of prey available:
Xenomorph Queens, human tank battalions, or the colossal-scale life-forms found
on select worlds. While they are fully
armored and protected from most types of damage, their typical armament is of
simplistic, old-style weapons; Curved Arcane swords and Motorized Tek Bows
equipped with explosive-tipped bolts.
They keep several spares of their weapons and numerous quivers on two
storage racks mounted on their backs, resembling vaguely a pair of skeletal
wings.
Armor: Full Armor Suit, Tribal Leader Mask (Heavy
Armor)
Armament: Motorized Tek Bow (Ranged,
Armor Piercing), Explosive-tipped bolts. As high-tech version of ancient-style
weapons, Tek bows are a bit of an oddity.
The super-high-tensile ploy alloy bowstring, spun in zero-gravity, is
wound loose or tight using a pair of motors on each end of the bow. Using low-magnification sights on the bow
itself, the Master Hunter can quickly notch an explosive bolt and fire multiple
shots a second. The Tek Bow's motors and the bolts' explosives configurations
are optimally set to bury the head deep into dense armor and explode, gouging
huge holes into the target's defenses.
Special Abilities:
Self-Destruct: A Predator's dying action is often to self-destruct, either to
save his honor or to take out his prey in the resulting explosion.
Lock and Load (Upgrade): The Master Hunter stays in place and
aims his Tek Bow in a high arc, rapidly firing volley after volley of numerous
handfuls of bolts. they land in the
targeted area, exploding on impact and creating a dangerous field of
artillery-like explosions and shrapnel.
Valor (Upgrade): With this passive ability, every time he is hit with a melee
attack from an enemy unit, the Master Hunter has a chance to counter-attack the
unit with a lightning-fast slash from a spare Arcane sword.
Switch to Master
Duelist: Re-equip as the Master Duelist class.
Built by: Armory (requires Forge)
Upgrades: Advanced Combat
Skills (Forge), Elite Combat Skills (Forge)
Predator
Master Duelist: Master Hunters and Master Duelists are members of the
upper echelons of Yautja hunting society.
After mastering all major combat and hunting skills, these expert
Predators become interested only in the most powerful of prey available:
Xenomorph Queens, human tank battalions, or the colossal-scale life-forms found
on select worlds. While they are fully armored and protected from most types of
damage, their typical armament is of simplistic, old-style weapons; Curved
Arcane swords and Motorized Tek Bows equipped with explosive-tipped bolts. They keep several spares of their weapons
and numerous quivers on two storage racks mounted on their backs, resembling
vaguely a pair of skeletal wings.
Armor: Full Armor Suit, Tribal Leader Mask (Heavy
Armor)
Armament: Curved Arcane Swords
(Melee, Explosive). These old-style
blades have been forged with the strongest molecular alloys using numerous
harsh methods to create a blade with an edge so thin it literally cuts through
the bonds between atoms. When striking
armored targets, the blade shears through the bonds of the first layers of
molecules, setting free electrons and creating a layer of super-heated plasma
around the points of impact. This often
causes most armor to simply burn through itself. Master Duelists will carry one in each hand into battle.
Special Abilities:
Self-Destruct: A Predator's dying action is often to self-destruct, either to
save his honor or to take out his prey in the resulting explosion.
Fatal Spin (Upgrade): For a short period of time, the Master
Duelist goes into a dance-like frenzy, spinning very quickly as he moves
through crowds of enemies. Anything
nearby the Master Dualist while he is in this state will continually sustain
damage.
Death Blow (Upgrade): Throw an Arcane sword at a target, severely damaging the unit and
destroying the sword in the process.
The Master Duelist will take several seconds to replace it with a spare,
limiting him to half as many attacks as normal until then.
Switch to Master
Hunter: Re-equip as the Master Hunter class.
Built from: Master Hunter (no requisites)
Upgrades: Advanced Combat
Skills (Forge), Elite Combat Skills (Forge)
Buildings:
Ud'dajil-Class
Landing Craft: These small starships serve as the basic transport for
small hunting parties. Due to their
inexpensive systems and hull integrity, they rarely manage to land without
major system failures and overloads, requiring extensive repairs before flight
is again possible
Armament (Upgrade): Two
Heavy Particle Cannon Turrets (Ranged, Explosive). 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): This building is the Neophytes'
drop-off point for resources. Provides
the camp with a supply of 10.
Deploy Neophyte: Send out a Predator
Neophyte.
Final Repairs (Upgrade): This completes the activation of the
ship's drives, hull, flight systems, and weaponry, allowing the Landing Craft
to load up to eight units, Takeoff/Land, and fire anti-air laser cannons.
Takeoff/Land (Modal)(Upgrade): Takes off and lands the craft,
allowing it to load and unload units.
Load/Unload (upgrade): Loads and unloads units. It's the usual sort of thing.
Built by: Predator Neophyte (no requisites)
Required for: Training Quarters
Upgrades: Final Repairs
(Requires Complex Provisions)
Training
Quarters: Basic cluster of tents/huts for improving the combat
training of Predators.
Functions:
Deploy Ranger: Send out a Predator
Ranger (Photon Cannon).
Deploy Game Hunter: Send out a Predator
Game Hunter (Staff).
Magneto
Overloads: Gives Rangers the ability to use EM Bombs.
Sonic Pulse
Device: Equips Rangers with Sonic Pulse Devices.
Net Launchers: Gives Game
Hunters the ability Launch Net.
Smart Disk
Construction: Equips Game Hunters with Smart Disks.
Built by: Predator Neophyte (requires Landing Craft)
Required for: Forge, Armory
Forge: Basic cluster
of tents/huts for constructing improved Predator equipment.
Functions:
Cloaking: Gives several Predator unit
types the modal ability to activate/deactivate their cloaking fields.
Energy Siphons: Equips Weapons Experts
with a device that gives them the ability Recharge
Energy.
Advanced Combat
Skills: Enables skills for the Master-level Predator classes.
Elite Combat
Skills: Enables skills for the Master-level Predator classes.
Built by: Predator Neophyte (requires Training Quarters)
Required for: Master Hunter, Master Duelist
Armory: Basic cluster
of tents/huts for fitting Predators with higher-grade equipment.
Functions:
Deploy Master Hunter: Send out Predator
Master Hunter.
Build Sentry
Drone: Constructs a Sentry Drone.
Deploy Weapons
Expert: Send out a Weapons
Expert.
Schematic
Database: Gives Sentry Drones the Repair
auto ability.
Complex
Provisions: Makes the Final Repairs upgrade
the Landing Craft available to research.
Built by: Predator Neophyte (requires Training Quarters)
Required for: Sentry Drone, Weapons Expert
Ravaged
Colony: Since the Yautja has little, if any interest in human
civilization, unarmed civilian colonies and outposts only serve to them
depending on their supply of raw materials, food, or resources. The Neophytes of a hunting party are used to
infiltrate these places and steal their resources. Ravaged Colonies are colonies that have received light to
moderate damage from Predator raids.
Functions:
Resource
Structure: Provides the camp with Resources. Several Neophytes can enter the structure at a time, exiting with
a load of resources.
Built by: Neophyte (no requirements)
Required for: None
Sentry
Post: These lightly camouflaged towers, often built into the
environment, are used to scout out and secure territory surrounding the Landing
Craft, or other important areas. A
Neophyte, armed with a Photon cannon designed for such operations, guards each
Post.
Functions:
Supply: Each Supply facility increases the base's
total supply by 10.
Attack: Serves as a
detector and attacks both air and ground units with an explosive, ranged
attack.
Built by: Neophyte (no requirements)
Required for: None
Ambush
Hole: A pair of camouflaged tunnels, roughly 3 meters deep and 2
meters in circumference, each concealing a Neophyte armed with a Combi Stick
spear gun. The moment an enemy comes
into range they open fire, giving away their position for a split-second.
Functions:
Attack: Cloaked
structure that attacks ground units with an explosive, ranged attack.
Prepare Ambush: True to its
name, a pair of Neophytes can use additional supplies to set up an aggressive
attack. After preparing, as soon as the
Ambush Hole has been spotted and destroyed, one will emerge as an Ambush
Guardian, ready to attack nearby units until he reverts back to a Neophyte.
Built
by: Neophyte (no requirements)