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Assimilant=
 
Assimilant=
[[File:AG_Kulaung.png|thumb|left|350px]]
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[[File:AG_Kulaung.png|thumb|left|350px|An assimilated Kulaung.]]
 
*Weapons - Varies
 
*Weapons - Varies
 
*Defenses - Light Armor and Shielding
 
*Defenses - Light Armor and Shielding
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;Variations (By Subtype)
 
;Variations (By Subtype)
 
<gallery position="left" bordercolor="#ffffff" widths="285" hideaddbutton="true">
 
<gallery position="left" bordercolor="#ffffff" widths="285" hideaddbutton="true">
MD Rocketeer.png|Deployed two in every squad of Troopers, '''Rocketeers''' fire highly explosive, incendiary rockets at their foes. Due to long cool-down times for their missiles, Rocketeer Dronox require a strong escort of normal Troopers to plow through enemy lines, as they target vehicles and heavy enemy encampments.
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MD Rocketeer.png|Deployed two in every squad of Troopers, '''Rocketeers''' fire volatile fuel rods packed with incendiary gel at their foes. Due to long cool-down times of their weapons, Rocketeer Dronox require a strong escort of normal Troopers to plow through enemy lines, as they target vehicles and heavy enemy encampments.
 
MD Pyro.png|Deployed 2-3 in every squad of Troopers, '''Pyros''' utilize heavy Flamethrowers to burn through large crowds of infantry and clear them out as the other Troopers move through the area. These Dronox are front-line troops, clearing the way for the rest of the squad to follow.
 
MD Pyro.png|Deployed 2-3 in every squad of Troopers, '''Pyros''' utilize heavy Flamethrowers to burn through large crowds of infantry and clear them out as the other Troopers move through the area. These Dronox are front-line troops, clearing the way for the rest of the squad to follow.
 
MD Shatterer.png|Dronox '''Melters''' are Dronox armed with handheld Heat Rays used to conflagrate enemy lines and formations. They can shatter most other infantry with one or two shots, not only burning not only whatever they hit from a medium range, but setting fire to everything around it. Their jetpacks possess such powerful exhausts that an organic using them would break their own bones from the impact, which these Dronox use to their advantage by crushing their foes underneath their reinforced soles, ebfore taking off again. Melters are by far the rarest of the specialised Dronox, though easily the most powerful.
 
MD Shatterer.png|Dronox '''Melters''' are Dronox armed with handheld Heat Rays used to conflagrate enemy lines and formations. They can shatter most other infantry with one or two shots, not only burning not only whatever they hit from a medium range, but setting fire to everything around it. Their jetpacks possess such powerful exhausts that an organic using them would break their own bones from the impact, which these Dronox use to their advantage by crushing their foes underneath their reinforced soles, ebfore taking off again. Melters are by far the rarest of the specialised Dronox, though easily the most powerful.

Latest revision as of 11:48, 11 January 2022

Infantry[]

Command[]

  • Weapons - Varies
  • Defenses - Heavy Armor, Varies

Supreme is the rank designation for the leaders of Ultima Singularity forces placed in charge of military operations. Supremes are made up of everything, from advanced Dronox leaders, Grox Commanders in battlesuits, the assimilated remnants of the Steel Reapers, and, most commonly, the Deathless, immortal leaders that, due to taking damage in battle, or honored by their leaders, are placed in specialized War Casings to wage war eternal upon their foes forevermore, until they fall in battle. The Supreme are automatically given command over most forces, and fall under the control of the Underseers of resource operations. Whatever weapons and devices they carry varies from one Supreme to another, but all of them are deadly and dangerous leaders, ranging from walking artillery vehicles, to fast moving combat warriors.

Weapons and offensive gear varies from Supreme to Supreme, and no two members are quite alike. Most prefer overwhelming firepower, using Radiation Cascade blasters to smash through most vehicles and infantry, while deploying artillery canons, missile launchers and temporal Vortex Launchers for heavier targets. Their heavy armor is molecularly modified to removed any weakness to Time-Altering technology, and immunity most forms of plasma, energy and concussive force.

Supremes are given direct authority over any military matter, and are usually Grox Commanders placed within heavy combat suits. The Supremes are usually breed to be the purest of their kind, along with having command and directive protocols layered into their behavior and intelligence matrix. While at first very "by the book", as time goes on and they gain new experiences, Supremes become more temperamental, stoic, and gain other personality traits unique to them, becoming full individuals as time goes on, though are programmed and breed to never really have any sympathy or be capable of love or rebellion, merely respecting the foe for their strength at best, and outright wishing to wipe out every living thing at worse.

Variations
Files

  • Weapons - Psychic Powers
  • Defenses - Psychic Abilities, Armor.

Underseers are below Overseers on the Grox hierarchy, masters of psychic power and projection, who often regulate and oversee mining and resource collection operations, and operate under the oversight of certain Overseers based on their powers, strengths and personality. Underseers often command small detachments of full fleets and small planetary invasion forces, with larger ones commonly commanded by Underseers of various races and castes.

Underseers are made up of specialized Grox, Leviathan Aliens, Tarmealox Prophets and others with high psychic abilities and powers who use this to support their troops in battle and crush enemy resistance. While sending fiery blasts of energy from their hands is common, while erecting powerful psychic walls to block enemy fire. This is but a sample of their abilities, and they are regarded as some of the best psychic beings within the Grox outside of the Overseers themselves.

Underseers grow in power from age, at least the Grox ones do. They can even project their mind onto the body of a Drone to possess it, making them more powerful and durable in battle, while they can stay within the safety of their ships or away from their targets without worry. Underseers generally seek to undo their rivals and other obstacles in their wak, all of them eager to prove their power and position to the Emperor of the Grox and the Overseers.

AD Commander

Commander

  • Weapons - Energy Swords, Missile Launchers
  • Defenses - Heavy Armor

The Commander Variation of the Dronox is built to command, and as such, their limited personalities display arrogance, charisma, and Command ability. They often lead Dronox Trooper Attacks, alongside Marinox and Grox Followers, and are extremely adaptable in battle, though some are noted to form squads of their own to counter elite teams of enemy warriors, though even their skill is little match for the likes of Super-Commandos and special forces among other races.

Commanders often have more advanced technology compared to their Trooper Cousins. Their Plasma Pulsers are stronger, and their Missile Launcher, grafted to their skull, is more powerful, but also uses more energy than the Troop variant. Their Electro Bayonets have been upgraded to Lightning Swords, Blades made out of pure Electrical Energy and can cut through most armor. All these weapons are yielded with incredible skill, Commanders being effective marksmen, and noted for their skill with a blade, believed to have been copied from assimilated enemy warriors.

Their armor and personal shields are the same as Troopers, albeit more durable, but with 1 difference; they have regenerative Battle armor, which can heal itself after it is damaged. This can mean a Commander can get up even after shot with a missile, and, given time, heal itself.

They can cover the shoulders, chest and right face of Dronox in maroonish armor with a red disk in the middle. The armor is attached to the Dronox by short, flesh-like tentacles. Dronox commanders can also be covered by the same armor on the same areas as regular Dronox by other commanders, but cannot armor themselves. If the Commander gets controlled, the armor will melt.

Commanders are important for ground and space assaults, but, due to their possibility of dying, Troopers are now upgraded to have "Sleeper Commander Protocols" built into them, so they can replace a fallen commander, as the Grox learned quickly the price of learning a Commander and how it could decapitate their operations. Like all Conqrix, they can be controlled by an Alpha Grox.

Commanders often serve as advisors and body guards for the Kings, like in Meta society, though after the betrayal of Grochius the Second by Commander Ixxan, many Overseers and especially the politically-minded, highly ambitious Underseers are often paranoid and worried of the plotting of their enforcers.

Breeds
Files

  • Weapons - Varies
  • Defenses - Powered Armor.

Canon Fodder[]

AG Kulaung

An assimilated Kulaung.

  • Weapons - Varies
  • Defenses - Light Armor and Shielding

Assimilants are the various races captured, mutilated, altered and bent into service for the Singularity, often derived from those assimilated by the Grox and Bachyeon, and the infected of the Bio-Morphlings. However they come to join the Singularity, all are treated as equal, with those taken in by a Morphling have no more authority then those assimilated by the Bachyeon. Either way, memories and personality are either repressed or simply repurposed to serve the armies and needs of the Ultima Singularity, and happily serve, mostly because they have little choice in the matter, merely acting as worker bees to the greater Singularity, and, when called upon, are thrown at the foe with little regard for their lives.

Weapons vary from members to member, and as such, some assimilated boost ferocious war swords and combat claws, while others utilize powerful organic claws and tentacles in battle. Whatever they call upon, all of it makes them useful for bogging down their foes and especially dangerous in close quarters, where they are used as boarding troops and to clear out buildings. Defenses are usually simple battle armor and some shielding, and other additions made to their forms to improve their combat abilities and survivability, though it is limited in case any Assimilated drones revolt and need to be put down.

Assimilants have little voice within Singularity, and act mostly as disposable military units, workers in dangerous operations, and repair and support units for the rest of the Conqrix battle legions. Many of them will be thrown at the foe with very little care. After all, if one falls, cloning and assimilation of foes can just produce more for the Singularity to use and send out again. It is often said that for every Assimilated Drone that falls, 12 more are ready to take it's place, along with the vast legions of other forces at their command.

Variations

Bio Slasher
  • Weapons - Claws and Hand Weapons
  • Defenses - Armor.
Files


Bio Infect
  • Weapons - Bite
  • Defenses - Nothing

Infection forms are small, scuttling demented creatures used to infect victims with their bite. They are very fragile, and very fast, so often, swarms of them will race ahead of the hordes to attack victims. After infecting 3-4 individuals, the Infection form will die.

Infection Bio-Morphlings are commonly formed from either pieces of left-over Bio-Morphling flesh, or even the converted heads of their victims, who either separated to escape the main body's demise, growing spider-like limbs in the process, or other small body parts, like hands, that form insect-like creatures to escape death. They are evasive, and will hide for hours to escape enemy attention or alerts, and wait for their foes to let their guard down.

Files


AlphaMite

Alpha Dynamite

  • Weapons - Bomb
  • Defenses - None.

DynaMites are small, scuttling creatures, used as canon fodder. They simply charge upon foes, holding a bomb, and then explode violently, spraying sharpnel and poison in all directions. Also, they will still explode post-mortem, no matter in with way they are killed. The only way to prevent this is to separate their arm from their bodies. However, they have been upgraded from their other counterparts. They now demonstrate the ability to shoot Grox Nanonites at targets. Originally, these machines simply where used to flood an enemy's bloodstream, and turn them into an Alpha Drone. Now, however, these natites fly through the Air, and bite into an enemy targets' flesh, often leaving nothing but bone in their wake after devouring them. These nanites have a short life span outside of a body, and will die without a host.

Mites are also used to spy on enemies. They can squeeze into small places, and record tactical data on other races for their masters, beaming the information directly to field officers and Space Command. Sometimes, after they have delivered all the information they need, they will find a place filled with explosives, and detonate themselves, killing as many as they can before the attack.

While infiltrating, they can send one Nano-Nite to break a target's flesh, then replicate itself, assimilating the target without any knowing, and increasing the ways the Grox can assimilate and sabotage targets from within.

Infantry[]

AD Trooper
  • Weapons - Plasma Launchers, Arm Blades
  • Defenses - Armor

The Dronox remains the standard frontline troops deployed by Grox forces that survived both the scourge of the Delpha Coalition of Planets, Andromeda Coalition, and other forces seeking to remove the Grox and their successor states from existence. For their part, Dronox are usually weak and sent into the foe in waves, though prove far superior to the standard assimilated drones. Alpha Dronox, the breed most commonly used the Grox Grand Dominion, are stronger and more resilient, and much more aggressive, though many, many breeds from other Grox successor states have found their way into ultima hands, all of them performing the role of frontline troopers and fighters for the Ultima Singularity in ways their standard Drones could not.

Dronox are armed with Plasma Launchers mounted on their wrists, and used to pulverize targets at range, though various designs and paradigms of other Grox Groups are used to keep foes on their toes and to ensure that the Ultima Singularity are not reliant on just one weapon design. Combined with their stocky armor that provides effective protection from most ranged fire, and the hordes of Dronox can drown their foes in plasma and bullet fire, or get in close and skewer their victims to pieces.

Dronox Armor is often equipped with rebreathers, sight modifiers, sensors and life-support units built in to further increase a Dronox's survivability, and give them a slight chance of rising once more to fight if driven down. Dronox themselves, despite being quite powerful, are often sent into suicide missions and ordered to fight to the last man when needed. In battle, Dronox also guard important figures and back-up attacks by assimilated, who are comparatively weaker then other Collective units. Dronox are breed to obey all orders, from even the lowest Grox, and while many resent it, only one having the bravery to tell his Commander as such, most keep silent about their hard work.

Variations (By Paradigm)
Variations (By Subtype)
Files

Bio Drone
  • Weapons - Claws, Infectious mass
  • Defenses - Armor

The basic assault force of the Bio-Morphling plague, the Drone is a general-purpose unit, grown and created from Morphling infected tissue to serve as basic assault troops and close-quarter grunts, having no real strengths or weakness, though this could be considered a weakness onto itself. Such troops are, despite the nature of the Horde, slightly rare and act as support for other troops, though when encounter, offer a violent and gruesome end to any that have the misfortune of encountering them. Often deployed with Dronox, these forces can quickly overwhelm any foe once they get close enough to act them.

Morphling Drones are fast and brutal, always on the hunt for more forces to attack, and add to the Horde. Their claws are sharp enough to cut through most armor and defenses, though power shielding and other, similar technologies will give them trouble. With enough numbers, however, they can overcome anything. Using bone and enough muscle, they can block out and defend against any attack, but this is not an all-powerful defense, and many high-caliber plasma and fire weapons can counter and incinerate the Morphlings.

Drones are a useful member to the Singularity army, and often thrown in with Dronox forces to completely overwhelm and assimilate targets. As they can be grown and reproduced on their own without cloning pods needed, Drones are often left to their own devices, so to speak, without the oversight of Underseers or Overseers, with the hopes they will sooner or later grow more numbers to overwhelm their foes. Drones are often savage and brutal in battle, rarely letting up, and throwing themselves at any foe, regardless of how many of them remain, so as to attain victory for their masters.

Files

Bio spit
  • Weapons - Bio-Canon
  • Defenses - Weak Armor

Drones who become weakened and endured the rigors of combat and battle, often come to be converted into Spitters, while others are built directly for the role. Spitters act as ranged support for Drones, and move on four powerful limbs to attack their foes, jumping from place to place, and often using their limbs to impale walls and structure to move across them with ease so as to get a better shot. They are quickly to move onto the battlefield, eagerly hunting down foes alongside Drones, and are now deployed alongside the rest of the Dronox for subduing and eliminating local populations and militia forces.

Spitters rely on their arm-mounted Bio-Canon, used to fire off rounds of biologic material, acids and bio-plasma that can penetrate most enemies' defenses, while increasing the damage caused by other ranged attacks from other Bio-Morphlings. Though they have claws, they are not breed for close combat, and will fall apart in close quarters due to their weakened armor and defenses compared to Drones.

Spitters are breed from battle-damaged Drones, but can come from infected as well, being one of the few combat forms taken from the Morphling horde that can come from "Pure" Morphlings or from those infected with their bio-mass and spores, though Infected Spitters will usually be of lower quality, and only created by the horde in emergencies when resources are tight. Like Drones, they are possessed of a bloodthirsty nature and attitude, but are more controlled and measured in their attacks.

Files

Tar Trooper
  • Weapons - Plasma Casters
  • Defenses - Heavy Armor

The Basic frontline troops of the Tarmealox Tactical Troopers are drawn from those that display the physical strength and endurance that goes beyond their people, and are possessed of a zealous fury to destroy any who cross them in battle. They are brutal and focused, zealous shock troopers developed and trained based along the lines and knowledge gathered from Federation Troopers, especially their Clone Troopers, and Zarbanian Troopers, further fine-tuned with copious amounts of indoctrination and hypnosis to make them ruthless and see all their foes as less then dirt or worms. Often leading the charge, a Tactical Trooper will often also lead Dronox and lesser forces into battle.

Tactical Troopers carry heavy Plasma Casters, heavy, powerful blasters that deliver punishing rounds of plasma at their targets, with the risk of explosion and heavy plasma burning for those that yield them, but can quickly run through their foes with little difficulty. Their heavy, bulky armor makes it difficult for them to ambush or move with agility, but compensate with the ability to simply shrug off the worst their foes throw at them, before delivering heavy volleys of plasma fire upon them.

Tactical Troopers are charged with leading the charge and are given authority and command over Dronox and Conqrix military forces alongside Marinox. As Alpha Marinox and others cleave and cut down their foes in brutal close combat, the Tarmealox deliver volley after volley of heavy firepower that few can weather. Combined with their unbreakable morale, that often leads to them fighting to the last man, and the Tarmealox make for some of the most stubborn and willful troops the Eternal-Mind can call upon.

  • Weapons - Heavy Plasma Blasters, Mortar Launchers
  • Defenses - Heavy Armor

AlphMarin
  • Weapons - Bladed Knuckles, Varies
  • Defenses - Armor.

Developed long ago to supplement their forces, Alpha Marinox are designed to fill the tactical niche that would be filled by actual Marinox. Lacking the resources or genetic material to make them, the Overseers under Kulaung fertilized eggs be used instead, mutating and altering specific genomes and DNA strands to produce their own specialized forces. The absorption of Marinox from other Grox factions has allowed them to get actual proper specimens, but their own designs are preferred weapon of choice. Alongside the actual Marinox, the Alpha Marinox act as fast moving, brutal, up-close and personal fighters that will use their wrist weapons to butcher and slaughter their victims without mercy. Though disdained by the Tarmealox, the Marinox of all types have an effective ability to slaughter their targets, and lead their forces to victory.

Often armed with Blade Knuckles of quick, close combat attacks, Marinox are free to pick up whatever weapons they believe will be effective to the mission, and while lower ranks have standard issue tech and weapons, the higher ranks that become Commandants and Supremes will often get personalized or modified equipment that can serve better roles. The same goes for their heavy armor, which while protective and light weight, can be traded for power shields, defensive barriers and other protections.

Marinox are still feared by much of the galaxy, not helped by the Alpha Paradigm's cruelty and random acts of violence, such as torturing children, performing of stigmata on the elderly, and other heinous sights that leave most observers confused and terrified, uncertain if it's for intimidation or another dark purpose. This, with the reputation forged over the many long wars against the Grox, Marinox, Marinoxidiz and other, and it leads to forces that can often break the morale of enemies just by appearing in their midst.

Variants

Heavy Infantry[]

A Insectrox

Insectrox

  • Weapons - Arm Blades
  • defenses - Heavy Armor

The Insectrox are a race of barbaric insectiods used by the Conqrix ground forces for brute force and ground assaults. They are powerful in battle, and out-fitted with Grenade Launchers. These are long distance weapons, able to damage targets from farther away and with more explosive force then most, though their grenades cannot follow a target. These grenades are not as strong as the Plasma weapons used by the Dronox, instead, used to stun and stop a target, and keep them still so the Dronox can get a clear shot, or the Insectrox can close and engage with their bladed hands. These claws are designed specifically to cut through steel, and, if the target in question has tough armor, Insectrox are commonly sent to the processors to be recycled with sharper, cleaner-cutting blades.

Their armor systems are stronger then Dronox, as they often charge into enemies, using their Blade-like hands to slice apart enemies. The armor is designed to harden as they charge, so they can shrug off damage easier. If their armor happens to crack or become breached, they will activate a Mass Shield Array to block all incoming damage, allowing the Insectrox to keep fighting even with damage to it's armor. The armor, like that of Dronox is modified with rebreathers, life support systems, and sensors built into it.

They are breed to have a reaction to loosing their legs, as a common strategy developed among Zarbanian and Federation troops to fire at their legs to take them down. As such, if they lose a limb, Insectrox will be absolutely rapid, throwing themselves at their foes and tearing apart as many as they can, at the same time demonstrating 100% muscle power, allowing them more strength, at the cost of their body. After 30 minutes, the Insectrox will die, it's systems giving out.

Insectrox, while not as smart, do receive Commander Protcols, so they can act without a Dronox Commander to guide them, though their abilities are basic at best, most Insectrox barely more intelligent then an animal. Like all Conqrix, they can be controlled by an Alpha Grox.

Variations
Files

  • Weapons - Power Sword, Plasma Projector, SMRT Missiles
  • Defenses - Heavy Battle Armor, Phasic Shielding.

Used by the most aggressive and militant of the Grox, Battlesuits were developed by Grox factions for years going into the Andromeda War, and Grochius the Second made them famous as massed infantry deployments, rather then specialized weapons for Kings and Dukes that ruled the Grox Empires in the other galaxies. The Alpha had their own in development for many years, and finalized their designs after the Andromeda War. The Warriors chosen for this are bred to be stronger then other Grox (But still pathetically weak compared to most other races), and aggressive and obedient in all missions.

Battlesuits are heavily armored and extremely durable, having Phasic shields rated for starships, and weapons that can cleave through most tanks with ease. The Power Blades they yeild on one arm are designed to inflict maximum damage, even to armor, and the setting is first set high, to go through armor, then lower to cause horrific injury to organics. On their other arm is a Plasma projector able to disintegrate a full grown elephant in one shot. On their shoulders are numerous tiny SMRT Missiles to overwhelm larger targets.

Battlesuits are specialized designs, often deployed on special missions and frontline assaults that even Dronox cannot break, but also to assist the Overseers and guard the Underseers, acting as an Ad hoc Praetorian guard for their masters in battle. The suits are modified with various vision enhancers and rebreathers to survive in any condition, and their servo limbs allow for movement in any environment, even underwater, with full range of movement, not even effected by gravitic effects.

Tar Devastator
  • Weapons - Plasma Repeater
  • Defenses - Heavy Armor

Tarmealox Devastators are heavier infantry forces, deployed by Tarmealox forces to keep vehicles and infantry down and from moving, deploying heavy Plasma blasts to utterly annihilate targets and keep enemy infantry units suppressed and under control. Devastators hail from higher gravity worlds so they can handle their equipment, while given more advanced training and time to learn their craft, often considered elite veterans by Tarmealox standards and held slightly above other Warriors for their skills. Focused and powerful, Devastators will crush anything that gets in the way of their conquest and power.

Tarmealox Devastators are armed with Heavy Plasma Repeaters, heavy, bulkier versions of Plasma Casters that the Troopers use, this time modified to suppress and keep other infantry down with either heavy, repeated fire until they overheat, or focused, powerful energy bolts that can incinerate and completely vaporize enemy infantry with a single shot, or burn entire holes into the tanks and vehicles of foes. Their armor is reinforced from regular designs to be able to take more punishment and survive greater injuries and damage from their foes' attacks.

Devastators are focused, aggressive, and utterly stoic, trudging through enemy fire without care, and not even reacting when the foe pierces or damages their armor and defenses, only focusing on destroying what gets in their way, and their enemies in battle. Cold and simmering with rage, The Devastators are trained to act and fight as the Grox do, with utter hatred for their foes, and bash through victims with massed firepower against their foes.

A Goorkien
  • Weapons - Modified Claws.
  • Defenses - thick armored hide

Alpha Goorkiens where assimilated in a campaign lead by the Alpha Marinox, and where adopted in large numbers across multiple colony worlds and systems. The purpose was not for resources, but rather to gain new forces to supplement their own. The idea behind the Alpha Goorkiens was to further improve the combat abilities of the Conqrix in battle and offer them a unit of shock troopers that can be deployed to run down and destroy any force that oppose them, and tear through vehicles and tanks.

Rather then the ape-like appearance they had before, Goorkiens when captured by the Collective, had their hair torn out, and their bodies modified to be larger and more powerful then before. An uptake in muscle and bone growth was experienced, and many died of shock. The remaining few where further mutated by DNA injections of Groxic DNA and other races, causing them to not only take on a more reptilian appearance, but also be able to survive in the worst environments, especially radioactive ones, where the Alpha Cyber Collective thrive. Such mutations also allowed the Alpha Goorkiens a rapid healing factor during battle, with small arms fire and large caliber bullets often having little effect on their toughened hide and rapid healing factor. Because of this, they lack armor, for what use is it for creatures that can shrug off the worst damage?

Alpha Goorkiens are deployed in heavily defended areas, where Dronox have difficulty breaking through. As such, Alpha Goorkiens often deploy alongside allied forces and act as rapid-deploying assault forces. These warriors show the ability to tear apart any thing that gets within reach, using their muscle and claws to rip apart enemies. They will often crush defensive turrets, cave-in bunkers, and take the worst punishment as their allies advance. Unlike Insectrox, they have no ranged weapons, instead leaping into battle with enhanced leg muscles that can not only carry them far, but also allow them to crush anything below them.

Alpha Goorkiens have also been further modified to have simpler DNA matrixes, allowing for their masters to clone them faster and get them out into battle. They are a rare sight in Conqrix invasions, often seen in the early phases to bring down buildings, or more commonly, in the later stages to break through the last enemy redoubts when the planet is ready to be colonized and harvested for resources.

Files

Bio revenger
  • Weapons - Arm blades
  • Defenses - Heavy Armor
Files

Bio Charger
  • Weapons - Horns, Claws
  • Defenses - Reinforced Body, Armor
Files

BM Bio-Beast
  • Weapons - Acid Sprays, Poison Gas, Claws
  • Defenses - Heavy Armored flesh.

Support Infantry[]

Tar Specialist
  • Weapons - Plasma Focuser
  • defenses - Light Armor

Bio scout
  • Weapons - Bite, Spiked tail
  • Defenses - Armor

Bio Spewer
  • Weapons - Bile, claws
  • Defenses - Armor

Bio Sentry
  • Weapons - Spine Launchers
  • Defenses- Armor

Bio defiler
  • Weapons - Claws, Poison Gas
  • Defenses - Light Armor.

Elite Infantry[]

  • Weapons - Arm Blades
  • Defenses - Heavy Armor, Shielding

Vehicles[]

Tanks[]

Phase tank
  • Weapons - Plasma Canons
  • Defenses - Armor, Phase Tech.

The Phase Tank is a support weapon used by the Alpha to collect spice and attack ground-based targets. A fast, moving, evasive vehicle, the Tank is not only dangerous in large numbers, but can "Phase-Out", allowing it to become ghostly and intangible to targets, and can actually go through solid objects. The Phase Tank is often used to scout out areas, harass targets, and damage vulnerable resources and supply routes. Burning down barracks, destroying depots and probing enemy defenses are just a few of the things Phase Tanks will work towards. When the main assault comes, the Phase Tank then acts to support the rest of the forces as they move into battle.

Their plasma canon fires radioactive plasma at a target, which is capable of burning through most armor and shielding. It fires quickly, and delivers fierce punishment to those that fall under it's soulless gaze. Due to advanced programming and targeting matrixes, once a Phase-Tank gets you in it's sights, it will, most likely, hit you, sooner or later.

It's armor is of better quality then the Detrucer, and is used for recon missions, for even when it's seen, there's little that can be done about it, as one cannot attack it while Phased-out.

The tank has a techno-organic build, like the Detrucer, and has insectiod red eyes.

Phase Tank File

Walkers[]

Despoiler
  • Weapons - Plasma beam
  • Defenses - Armor.

The Despoiler is the most commonly used weapon of the Alpha Cyber Collective. A biomechanical abomination of techno-organic features, the Detrucer is usually 15 meters tall. It's unknown how the Alpha produce the organic compounds, and many do not want to know. The creatures make no noises that are understandable, only giving a single word "We come" at their arrival.

It's weaponry is based off a powerful Plasma Beam, used to burn targets to ash, and spread radiation all about, leaving behind trails of poisonous, radioactive clouds where the beam hits. Not only this, but it can, with the cost of it's beam, dump out gallons and gallons of radiation, poisoning the land and air, and healing their allies, while de-terraforming the planet, adding to it's living Conqrix pod nature. It can also pull in targets using it's organic tentacles, processing them for materials for repair, or for assimilation.

It's armor, even in the larger variations, is weak compared to most vehicles, and depends on it's numbers to punish foes. The walker is identified by it's lone red eye, and spiked armor. The Despoiler moves on three spindly legs, able to bend it at various angels to move and crawl up surfaces. Each leg ends in a spike, not only allowing them to hang onto rocky surfaces as they climb, but also impale their victims in battle. The Tri-pod is seen as an equivalent to the Conqrix Scavenger.

  • Weapons - Beam
  • Defenses - Armor.

Reaper Drones are the basic gathering units used by the Collective to oversee resource gathering and the breaking down and processing of material on-planet. Whether its breaking chunks of building material, wreckage from orbiting ships, or destroyed vehicles and corpses, nothing is off-limits to these slow moving, but vastly important walkers. They will wander the planet, searching from anything, and breaking it down within their mechanic bowels in order to send up to the ships. The Reaper Drone is not used for direct combat, usually, as they are considered far to important to waste on any battle.

When colonizing a new world, thousands of Reapers are dropped on planet, and set about sending resources up to the ships. They will use their beams to break down anything deemed important, even their comrades' corpses, and beam them up to the supply ships. The top of the machine is dominated by a teleportation disk, making it appear like there is a large hole at the top, in reality the main means materials are sent upwards. From there, the Processor units either send the materials to be taken apart and used to repair ships, build new units, or stored for the rest of the Collective's later use, or, if sentient, will be sent to the assimilation blocks of the ship.

The Reaper is given a basic AI, basically able to tell apart friend from foe, but cannot prioritize certain materials over others, and only gathers until it runs out, then fanning out to search for more. The Reaper will further try and break down even enemy infantry and vehicles, though this is more difficult then civilian material. Their armor is tough, and capable, but not designed for combat in mind.

They move on three sturdy limbs that allow them to march upon their targets slowly and methodically.

Aircraft[]

  • Weapons - Plasma Spheres
  • Defenses - Armor.

Saucers are basic, light aircraft deployed to take down and remove targets en masse. They move fast and tend to support and assist ground units, not being as capable if confronted directly. They also act as escorts, guarding the approach and landing of allied transports and crafts, and clearing landing zones for the arrival of their Core systems and Walkers. Saucers are often the first sign of an invasion of the Cyber Collective, and often the last thing seen by many. They are completely automated, and use advanced flight programs to assist in battle.

A saucer can take two roles when supporting the army. The first, is Combat Mode, using their spheres to latch onto a target and slowly burn them. The second, is using these same spheres to empower and warm up the repair systems, and speeding up the regeneration process. The plasmatic bonds within these spheres will burn out and cause them to "pop", meaning the saucer's internal systems will have to produce more, be they for battle or repair.

Saucers are used as both atmospheric and void fighters, sent into war with the purpose of swarming the enemy. Their spheres will latched onto a target, and slowly burn them away, the number of saucers speeding up the process. The Saucers are not very strong or durable on their own, and rely numbers to overcome tough opponents. Once all fighters are removed, Saucers are used to harass targets and on any vulnerable flanks.

AG Shard
  • Weapons - Beam
  • Defenses - Armor, Phase Armor.

Shards are the scout and recon units deployed in the air by the Alpha Cyber Collective in battle. Shards will often stalk areas and monitor any newly conquered territory or lands for signs of malcontents among the Alpha's populations, or scan the area for any signs of enemy movement and attack. When they arrive is never known, as they yield long range teleporters to jump from area to area. Without these, their movement is slow, and they make easy targets. A shard, like a Saucer, is completely automated, and beams any info directly to their commanders for them to interpret and process.

Shards, in battle, will deploy Energy beam weapons to drain the life and will from their targets, and interrupt the targeting systems of vehicles and AI and robotic units. The beam further damages building systems, often over-riding doors and bunker bays, allowing them to malfunction, and give the Alpha Collective a clear shot to pour through and overwhelm the defenders.

Shards are very slow, and if they cannot teleport, will not be able to withstand much damage. If, for whatever reason, they cannot teleport away, they will often Phase-out from reality in order to avoid damage and keep from being destroyed. If they are destroyed, alerts are sent out to Commanders of their last location, and forces encountered, and many go further and order an orbital bombardment of where they fell when destroyed.

Shard File

Assault Vehicles[]

Behemoth walker
  • Weapons - Plasma Canons
  • Defenses - Heavy Molecular Armor.

Behemoth-class walkers are the main siege and assault walker of the Collective armies, and the bane of thousands of races that must face them. Built from the processed and harvested resources of a world, Behemoth Walkers are used to not only lay siege and break up the enemies of the Collective, but further, lumber into battle to channel and beam down infantry, ranging from Drones, to Conqrix, to Alpha Goorkiens, depending on how they are outfitted and what troops are required for breaking down their enemies' doors and crushing the last resistance on a planet. Though an old design, ranging all the way back in the New Grox Wars, the Behemoth proves itself to be a design capable of taking on enemy vehicles that would give the rest of the Grox factions trouble.

Behemoths, naturally, as part of their deployment, carry large Plasma Canons that fire three massive rounds within seconds of each other, of focused, powerful radiation shots able to level building, vaporize infantry, and smash vehicles to pieces. With these heavy weapons, the Behemoth has little to worry about, trudging through enemy fire without a care, as the pilot directs his walker along. Notably, however, the legs can be outfitted with further weapons, from extra plasma canons, to ARC Laser turrets, turrets that fire focused electrical beams to strike and destroy aircraft.

The rest of it's body is covered in a massive sheath of armor that protects the radioactive core and coolant within, to keep the walker stable and power all of it's functions, from the Clone pods stored inside, to the weapon systems throughout it's body. If the armor on the top upper half of it's body is destroyed, the walker's coolant cores are left open, and once destroyed, the walker becomes more and more unstable.

It's main weapon are it's clone pods within, the Walker often having material beamed in from the orbital supply ships above, before this material is sent into the pods, and fresh troops are created, these troops then immediately beamed out to rush into battle right at the start, enabling the Behemoth to quickly create a support force in the middle of battle.

The walker can be outfitted with various upgrades, ranging from molecular armor over it's legs and upper body to protect it's hardpoints, Range and Weapon accelerators to improve range, accuracy and firing rates, and extra energy modifiers and pods to allow it to grow more advanced soldier-forms, and to create them with less resources and energy. All of these allow the Behemoth to maintain it's place among the Grox in their sieges of the galaxy.

Behemoths have a crew of 5, One Walker Commander, two pilots to handle weapons and the like, and two to handle and oversee the Clone pods and oversee the growth of new troops.

Behemoth Walker File

Leviathan walker
  • Weapons - Plasma Canons
  • Defenses - Heavy Molecular Armor.

A new design that came years after the Behemoth-class Walker, the Leviathan-class Walker is another supportive siege walker, designed this time for assembly and construction of smaller, automated vehicles into battles, and providing siege support for the other walkers and forces in battle against the enemies of the Collective, ranging from the native forces of primitive worlds who might need to be repressed and silenced for collection and reaping programs to begin, or advanced Planetary Defense Forces who will do serious damage to Collective forces if left unchecked against the Collective.

As always, the Leviathan Walker is outfitted with a twin pair of Plasma Canons, able to quickly lay to waste and blast through any targets that get in it's path as it lumbers to war. Quick to fire, and horrifically damaging to their foes, a Leviathan can handle most threats that are thrown at it. Like Behemoths, extra weapons, such as ARC Turrets and extra Plasma Canons can be added to it's legs by commanders.

It's most notable feature are two prong arms that can hold anything, ranging from artillery to heavy weapons. Favored weapons include Radiator Artillery, used to launch poison shells at targets at long range, to spray out radioactive clouds over an area during battle, and Mass Drivers, meant to fire accelerated canister rounds that burn through most armors, and ignore shielding, before they explode.

It's armor is also incredible, though the walker is slightly more fragile, and even with it's weapon upgrades, could be considered slightly frail and more of a support role machine. Even it's Weapon and range Accelerators, and Molecular Armor upgrades, are only meant to help it compliment other forces, and not stand out on it's own and face down enemy assaults.

It's most notable trait, are it's internal assembly forges and construction devices inside it's body. When it calls up to the Motehrships above, it will be given materials to make three vehicles of their choice, ranging from saucers, to Phase Tanks to Despoiler Scout walkers to send into battle. These machines are all automated, unlike the walker, and do not require any additional crews to stay inside of them once battle is joined.

Leviathan Walkers have a crew of five, One Walker Captain to give orders to the whole operation, two pilots to steer and guide it's weapons, and two workers to oversee the construction and maintenance of the newly constructed vehicles.

Leviathan Walker File

Support walker
  • Weapons - Cascade Canons
  • Defenses - Armor and Shielding.

Support Walkers are smaller, simpler walkers, designed not for direct combat, but to carry numerous devices, weapons and equipment parts to assist in the finding, perusal and extermination of enemy forces. As such, their range of equipment is less focused on outright damage and attacks, and more on assisting their forces and marching onto their foes with various weapons.

Support Walkers naturally have three Cascade Canons,, used to fire beams of pure radiation at targets, be they on the ground or in the air, but lack any real punch, good for intercepting light aircraft and destroying infantry but not much else.

It's armor, is likewise, subpar compared to that of other walkers, and it's main defense are the shield generators built around it's massive central core to keep enemy fire out of it's core. The main weapons are also housed onto these three prongs, and use the energy from the core to power them up. These devices range from Advanced Scanning devices to reveal large areas of the world to intelligence operatives and officers of the Collective. Other devices include Mind and Machine Magnets, mind-controlling devices meant to override personality and programming, and force those within range into fighting for the Collective's own will.

The most dangerous is the radiation cascade. These large horns, when mounted on the Walker, will focus and store excess radiation over time, and build it up near the core. After several minutes, it will fire a wave of pure radioactive energy outwards, and burn and liquify everything that gets in the way.

Support Walkers have one pilot, who is hooked directly into the Walker's programming and devices.

Support Walker File

Titans[]