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)