SporeWiki
No edit summary
No edit summary
Line 20: Line 20:
 
|-|
 
|-|
 
Hive King=
 
Hive King=
  +
[[File:MX King.png|thumb|left|350px]]
 
*Weapons - Claws, Spear-like tail, Acid Spit
 
*Weapons - Claws, Spear-like tail, Acid Spit
 
*Defenses - Thick armor
 
*Defenses - Thick armor

Revision as of 23:36, 2 July 2020

Leadership Breeds

MXeno Queen
  • Weapons - Claws, Tail blades, Acid Spit
  • Defenses - Exoskeletal Armor

The guiding intelligence of the Xenomorphs and their hives and broods, Queens are at the center of every Hive and infestation, usually, found on a planet, and responsible for helping produce the next generations of Xenomorphs. The Queens remain at the center of the Hive, sitting upon a "throne" of resin from their kind's maws and attached to a massive, never-ending egg sac that allows them to produce a never-ending cycle of eggs until they either run out of hosts, or are killed and the egg sac damaged. Queen coordinate their followers and children with psychic powers of a middling quality, not powerful enough to alter or attack the environment around them, but to provide a link to all their children and direct and coordinate their attacks regardless of how far they are.

Queens are massive, almost tank-like in build, and able to crush and smash through walls and tanks with their pure strength and brute power. Their claws can shred tank armor like a knife through hot butter, and leave even heavily armored warriors into nothing but blood pieces across the ground and walls around them. Their tails likewise end in a spear-like tip that can remove a man's head from his shoulder with a mere gesture, as the Queen's armored hide allows it to shrug off any damage thrown at it, with even heavy anti-vehicle rounds often failing to do much damage. Many Queens have the ability to spit up acid at their targets.

The Queens rule by age and seniority, the largest and strongest ones being the oldest. The oldest Queens are referred to as Empresses, and rule over several Hives across a Star System or two, while commanding multiple Queens, who are given a pecking order based on strength, age and experience. The oldest Empresses, meanwhile, are the Six famed Queen-Mothers, who rule from the original world the Mirusian Xenomorph's first Queens developed, and are the oldest creatures of this disgusting species to evolve. Their psychic powers and physical might grow and strengthen as time goes on, power growing until it reaches levels unseen in all but the most potent beings, the body strengthening as well.

Drones and others will throw themselves at anything threatens the Queen, regardless of damage or how many die, while Cultists will remain outside and away from the Queen and her hive, both to avoid getting facebugged, but also out of reference. When she is on the move and pursuing a foe that has enraged her personally, Cultists will bow to the floor and avert their eyes without a second thought, and if they do look upon the Queen, many will kill themselves for dishonoring the "Great Goddess".

MXQ File

MX King
  • Weapons - Claws, Spear-like tail, Acid Spit
  • Defenses - Thick armor

The supposed Hive King is, among some, referred to as the Xenomorph King, but is in reality something slightly different. A savage beast bred purely for battle, it is taken from the ranks of the Praetorian, and mutated by exposure to the Acceleration Gel secreted by the Queen, and transformed in a cocoon to become even larger and more powerful then the Queen itself. As a consequence, it's battle strategies are more simple and brutal, but makes up for it with extreme loyalty to the Queen and a need to slaughter anything in it's path. A leader among the Xenomorphs and their kindred in battle, the Rogue leads them as a general would, take the brunt of enemy fire and damage while the Queen directs from within the safety of the Hive. Even when critically injured, it can still heal itself, and run away to the Hive to heal, and, if the foe breaches it, launch an ambush to divert them.

Kings are armed with the same acidic spit and claws of the Queen, though with much more strength and power, to the point that, if a king wished to, it could tear a Queen apart in a straight battle of strength and endurance, though likely emerge horrifically mauled. However, Rogues display a subservient, almost servile attitude towards the Queen, bred into it to prevent power-plays and struggles, and so the Hive will have an effective instrument. Without a Queen, a King would indeed go rogue and slaughter Xenomorph and Non-Morphs alike in it's rampage to find a new master.

Kings, while considered stupid, are not unintelligent. Hive Rogues are indeed generals, and are tasked by the Queens with leading military forces and the Hive in suppressing and slaughtering the targets that threaten it's existence. Though given the free reign to kill and butcher victims as it pleases, the Queen will still "watch" from afar to ensure it spares targets and keeps them alive if the Queen deems them a good host to have. The Rogue coordinates his forces with psychic powers, though is vulnerable to mind control itself unless the Queen or another can step in, making this instrument limited in effectiveness.

Malacerebrum
  • Weapons - Psychic Power
  • Defenses - Psychic powers, exoskeleton.

The Malacerebrum are the psychic conduit of the Queen-Mothers, Xenomorphs bred and mutated by the effects of the Queens and their highest leaders to direct and command their forces, be they Drones, Cultists or other creations of the Hive. Such a beast is rare, due to the resources required to create one, and the need for a Drone to come from even a small amount of psychic power. The Malecerebrum directs and commands the forces of the Hive in the name of the Queen, and also uses it's powers to rend the fabric of reality and unleash horrors and energy blasts upon it's foes, even causing some to drop their weapons and gladly take in the facehuggers, or join the Cultists at the Xenomorph's side. Such is their power, that they can even briefly tap into the might of the Queen-Mother, exposing lesser minds to it, and often giving them permanent damage, to both their brain on a physical level, and on a sanity level.

Malecerebrum have very little body left, the mutation process causing everything but their brains to atrophy away until only a large armored head-case remains, the creature floating and move through it's incredible psychic might. This makes the creature vulnerable to any sort of firepower or damage that even the weakest drone could shrug off, but thanks to it's abilities, can fire blasts of psychic plasma at foes, rupture a battle tank, and create psychic shields around itself and near-by allies. If closed in melee, by a surprise attack usually, the Malacerebrum has little defense.

The Malacerebrum are psychic conduits of the great Queen-Mothers, and activate to destroy and slaughter their victims with psychic might, and allow the Xenomorphs to display a level of cunning and intelligence that is considered beyond human even for their standards. The creature floats about, it's thralls and cultists unusually calm, silent and deferent, as though they dare not speak up and interrupt the strategies and plans of the living god in their midst. Among the less sane who survive the attacks of the Xenomorphs, many claim the Malacerebrum would talk and speak to them at length, but these silly ideals are written off as the mad ramblings of the survivors of a species from hell.

MXM File

  • Weapons - None
  • Defenses - Light armor, robes

The Cult-Father is the head of a branch of any of the Cults and mutants that gathered and worship the Xenomorphs, effected directly by the psychic powers of either a Malacererbrum or a Queen-Mother, and often display signs of mutation thanks to exposing themselves directly to the Acceleration Gel produced by the Queens and often used to cause extreme mutation and mutilation in those that ingest or are exposed to it. The Cult-Father, or Mother, is exposed to it first, and is often the Planet's first Cultist and founder, whose mutations are the most rampant, and acts less as a direct commander, and more a strategist, his position identified by his head-crest/crown similar to that of an actual Xenomorph.

The Cult-Father has no weapons and very little armor, but his true weapons are his words and ability to rally and push his soldiers and Cultists to levels of bravery and skill that they wouldn't normally do, his voice carried to them by recording devices and transmitters, every word a sermon onto itself, every breath taken a holy blessing to be conferred to them. They glory in every foe slaughter, every captive taken to the Hive, and in every death they take, believing all of it honors The Father and the Gods he serves and speaks for. The Cult-Father further helps advise and strategize their forces, analyzing the deployments and movements of their forces and enemy ones to help make their forces perform all the better.

The Cult-Father or Mother is the head of the Cult, and helps found and organize it in it's early days, helping pave the way for the Xenomorphs that will come after, such as smuggling in their eggs or even a Queen or drone to help make way for the infestation to come. As breeding is central in everything to the Cult, given their need for numbers, and deification of the Xenomorph's own breeding, a Cult-Father will often have many wives and a harem, as a Cult-Mother will have multiple husbands as well, everyone required to help the Cult expand it's numbers. Cult-Fathers and Mothers will also meet with the newly inducted and those that are downtrodden and forgotten to induct them with their words and speeches. Many will say that the Cult leader seems possessed of an energy and understanding that few other leaders have, every Cult member feeling as though the Father knows and encourages them on a personal level that few others could inspire.

  • Weapons - Psychic Powers
  • Defenses - Light Armor

The Children of the Cult, like any species that come about, have the potential for Essence and other psychic powers and such that can crop up. Those in the Cult are hidden from authorities dedicated to finding them and sending them to academies and schools for teaching, and are trained by the Cult-Father/Mother and the others to harness their powers on behalf of the Queens and their Hives, directing their forces and warriors as Cult-Magi. The Cult-Magi advise and often are descended from, the Cult-Leader, and are a direct conduit to the Queen-Mothers and their great psychic might. This leads to Cult-Magi being slightly eccentric and a little unstable, most normal minds not meant to interact with and be in contact with the Queen-Mother's inhuman minds, and they often have to be watched closely. Once battle begins, however, the Cult-Magi unleash blasts and psychic powers with the skill and strength of a well-trained expert, their words and powers seemingly beyond their years and expertise, as they limp through the area, incinerating enemies and inspiring their siblings in the Cult.

The Magi use their psychic powers to dominate the minds of their enemies with visions of fear and terror, making them miss their even easy shots, bumble in their security details, and mess up even basic jobs to make things easier for their allies in the Hives to win. The Magi can burn foes with Psychic fire, lightning bolts from their finger tips and enhance the morale and mental strength of their allies and Hive-Siblings in battle, the forces of the Hive throwing themselves at foes even the insane members of the Cult would balk at throwing themselves at.

Cult-Magi act both as psychic powerhosues and conduits of the Queen-Mother, and Priests of the Cult, their words and every message they recite delivered like a religious sermon to their followers, the Cult-Magi reciting words from their Cult-Found to their fellow followers to inspire and push them onwards. The Magi can even direct Xenomorphs and other alien forces within their ranks with their powers, though only with the approval of the Queens, and any time a Magi may, however rare, try and betray the Hive and move against them, the Warriors he tried to use will rip off his limbs and drag him to the Queen to be tortured and mutilated to send a message to other Cultists under her command. However, none of these victims are killed, always tortured to the point their screams echo among the Hive and cult, but never to the point they'll die.

A treacherous Magi can be tortured for decades at an end...

Troop Breeds

Mirus Xeno Drone
  • weapons - Claws, Tail blade
  • Defenses - Exoskeleton

The basic forces of any Hive, the Drone may seem the most simple and straight forward force to be deployed by the Endoparastic Xenomorophs and their rabble of Cultist-Madmen and similar races, but in reality, are some of the most trusted and tried and true forces the Xenomorphs can deploy. Though the most common and often disposable, every Drone is possessed of malice, sadism and torturous intent that puts them far above any other simple species. While the Queens are cold and strategic, and can be vengeful, and the Rogues are hot-blooded and vengeful, the Drones are a group that delights in torturing and toying with their prey to the point many die of fright and terror when they encounter them, Drones enjoying, in their own silent way, the final moments of every prey item, and memorizing every tool and moment taken to finish them. The even more depraved among them are even rumored to resort to sexual assault of their victims when caught alone, regardless of gender.

Drones use mostly their claws and teeth to tear apart any victim, no matter the armor, to pieces and fleshy bits, spraying their hot blood across the walls, mashing bones and muscle as they rampage through victims, seemingly smiling and grinning to their victims and their victims' allies as they do so, all the more to spread terror and fear among their ranks. A Drone may seem unintelligent when sent into a gun zone by their Queen, but when the "leash" is off and they are given free reign, Drones will intelligently use their brutality and malice to break the morale of their foes, while strategically choosing how and when to torture their victims. They will only flay their victim alive if they believed their allies would see it and freeze in sight of it.

Drones, when not in battle, stalk the hive seeking stragglers and survivors, and when dealing with the unarmed, will quickly disarm them, often literally, and drag them back to the hive, while slaughtering or knocking out enemy soldiers. Water and such has no effect on their movement and speed, and they can ambush a foe anywhere. To those that face them, the Drone is a symbol of terror and fear that none can overcome, and the worst parts of it are, that, for all the horror these creatures unleash, they can evolve into something even more terrifying...

MXW File

MXR
  • Weapons - Claws, Acid Bite
  • Defenses - Exoskeleton

Even among pets, infestation and incubation are considered not offlimits. A Facehugger can come upon a dog, cat or it's equivalent just as any other species. For those poor animals that receive such treatment, the result is a Runner or Scout Xenomorph, a four-legged creature more adapted for stealth and speed the outright power. The Runner will act as a screening force and support unit for other Xenomorphs, and a guard of sorts for the Cult leaders that organize under the Hive. Fast and deadly, Runners' only real weakness is their less intelligent nature as a result of their host and the DNA Reflex and it's effects on a Xenomorph larvae.

Scouts will move on all fours, their smaller size allowing them to quickly scamper through areas even the notoriously sneaky and stealthly Drones would have trouble with. This allows them to put up ambushes and attacks no other Xenomoroph would be able to do, and use their teeth, claws and tail to quickly end foes before they can alert their allies. Acid Spit is their most common weapon, Scouts often laying down barrages and pools of acid seconds before the other Drones rush into to cleave their victims apart, leaving their victims disoriented and terrified as the acid burns through flesh and armor alike. Their exoskeleton, while durable, leaves something to be desired compared to the human and humanoid-drawn Xenomorph.

Scouts are often less intelligent, and, in the pecking order, are the ones even Drones can command and lead with relative ease due both to their respect for size, and the basic instinct to follow their "owners", coming from their hosts whom they are born from. Scouts will often screen ahead of the main force, directed to remove and destroy their enemies before the main infestation arrives, while guarding Cult leaders in a grim parody of their hosts as guard dogs and pets for the Cult leaders.

MXR File

Xeno Boiler
  • Weapons - Explosion on Death
  • Defenses - Thin, damaged shells.

A Boiler is the usual result of most Xenomorphs after they have survived too many battles, especially taking damage that even their fantastic healing and such can not recover from. The weakened armor and structural integrity of their bodies have begun to break down and decay even as they still live, their regeneration only keeping them barley alive during their horrific existence and in agony all the time. The creatures normally sit in the filthy and polluted waters beneath and around the Hive, away from other warriors, still as they can and barely active. Many think they are mere corpses, until they begin to move, their sight lost, but their ability to detect and react to sounds all the stronger. Their weakened forms lurch and wobble towards their prey, seemingly useless and incapable of doing harm, until they damage themselves enough to explode in a fiery blast of acid and poisons.

Boilers are too fragile to go directly into battle. Their shell and armor is too damaged and rotted, and would break down totally if the creatures had no regenerative properties. However, when they detect and move towards a target, they will use their claws to tear at themselves and their bodies, until they cause enough damage to trigger an explosion that sends acid flying for yards around them, and poisons much of the air with their noxious body's inner-workings. Such makes them living biologic weapons, capable of rendering large segments of a city or jungle dangerous to enter, even after their acidic blood has died down and is rendered harmless.

Boilers are Xenomorphs too old to fight now, and are abandoned to the "Grave-Zones" as Cultist and enemy soldier alike calls it, a dangerous area where both the living Boilers, and the dead of other Castes are tossed and abandoned in a strange mausoleum of the Xenomorphs. Those that enter, even Cultists are at risk, for the Boilers will gather at the sound of any noise, and seek to approach and explode near their targets, regardless of loyalty to the Hive. Often, to make themselves explode, Boilers will claw and tear at their own bodies to damage their structural integrity further.

Neonautilus
  • Weapons - Claws, Bite
  • Defenses - Thick Hide

The strange aliens known as the Neonautilus are similar to the Xenomorph in some respects, leading some to believe they might be related. Whatever the case, the Neonautilus creatures will often prowl areas ahead of, and alongside the rest of the Xenomorphs, fighting at their side, and protecting the hives, while Xenomorphs, usually aggressive and brutal towards species they encounter that isn't part of their cults and hosting a larvae, will be uncaring and allow the Neonautiloids free passage in their warrens, hives and other areas without much conflict or cause for battle. Likewise, the Neonautilus, notoriously aggressive, even compared to the Xenomorph, will ignore and work alongside even their cultists to accomplish their goals, though will butcher and eat any Cultist that makes physical contact with them.

The Neonautilus have brutal claws and teeth able to shred through most light targets and infantry that get in their path. The creatures are stealthy and flexible, moving without difficulty through vents and sewer systems, bending and twisting their bodies at unnatural angles and areas to twist and push themselves through in their ambushes and assaults attack and brutalize their victims.

The Neonautilus lack the grace and subtle skills of the Xenomorph, charging head-long into their targets and tearing them apart to eat, murder and generally rip limb from limb to accomplish their goals. How they reproduce is unknown, as they don't seem to gather hosts and civilians like Xenomorphs, but rumors abound that they reproduce via fungus like growths that grow under trees on planets Xenomorphs infest, bursting from the bodies of their victims like the Xenos, but immediately seeking to brutally kill and devour anything that crosses their path, unlike the more "strategic" and subtle Xenomorph that will choose their battles and try and take prisoners and hosts.

Regardless, wherever the Xenomorphs go, the Neonautilus are sure to follow, eager to indulge in murder and mayhem just as their kind do.

Neonautilus File

Peregrin
  • Weapons - Hook Claws
  • Defenses - Heavy Carapace and shell

Another strange species of seemingly wild creature, the Peregrin is a crab-like species of creatures that have been spotted alongside the Xenomorph, fighting at the side of the parasites and inflicting horrific damage with their hooked claws on flesh and armor alike. They seem similar to the Xenomorph in respects to reproduction and horrific malice and sadism, but their obvious shape and biology is nothing like the more humanoid, brutal Xenomorph. Some believe the Peregrin are a more primitive ancestor of the Xeno, while others believe they are a distant cousin, called to war by ancient genetic ties to help their kin. Whatever the case, the Perergrin are just as crafty and sadistic as the Xenomorph, if a little more bulky and heavy-set in appearance and weight.

Th Peregrin have two claws on each hand, wicked curved blades essentially that resemble a scythe or sickle, and are used to disembowel enemies, slit throats, or, their favored tactic, puncture and remove the eyes from their victims, often while they are still alive and screaming for mercy. The Peregrim cackle to themselves as they deliver their gift of death, enjoying every last second of their prey's struggles before the end. Their shell over their bodies are hardened like rock, and can resist everything but the worst punishment from their foes.

Peregrin are slow and ponderous compared to the fast and agile Xenomorphs and Neonautilus, but compensate with more durability compared to them, often being a living tank compared to the other species in the Brood. The Peregrin, like the Xenoliptis and Neonautilus, are strangely drawn to the Xenomorphs and their activity, members gathering from all corners to fight alongside the Xenomorph hives. When enemies are captured, Peregrin will still lay their eggs inside the hosts of the foes, their larva eating the organs, bones, skin and each other of theirs, leaving very little left. Peregrin, after the strongest claw their way out of the remains, will find a cold corner to cocoon and grow to their full height, and join the rest of their pack to hunt and kill alongside the Xenomorphs.

Peregrin File

Xenoliptis
  • Weapons - Claws, Tentacle-like Tongue
  • Defenses - Exoskeleton Armor

Another strange species somehow connected with the Xenomorphs, the Xenoliptis are a strange alien species that spread via reproduction with other races, though often far less violent then that of the Xenomorphs. Their methods are far more passionate and "hands-on" then the parasitic Xenos, and the aptly named Succubus earn their name through their method of seducing and taking in the hybrid DNA of other species, while still being incredibly violent and brutal in battle alongside their kindred in the other species. Rumors persist that they fled the Large Magellanic Cloud and have infested many corners of the universe since to escape persecution by the DCP and other powers. Despite, due to their similar exoskeletons and surreally sexual nature, many rumors still insist they are related to Xenomorphs.

The Xenoliptis are fast moving scouts and assault forces, using their speed and strength to overwhelm targets quickly, before they can alert other enemies and make conquest easier. Their claws can cleave through doors and tanks with ease, leaving infantry easy targets for their rage, though their tongues can extend outwards like tentacles, the barbed tip used to pierce the head and bodies of others in battle. Their armor, similar to Xenomorphs, is hard to pierce and damage in battle.

The Xenoliptis, similar to the Neonautilus and Peregrin, are believed to be related to the Xenomorph, due to their similar appearance and nature, though are far more docile then either. They will often seek out mates and produce hybrid offspring with all manner of species, though are notably selective in their reproductive habits. The Xenoliptis are, when not seeking to continue their race, will live amongst the Cultists of the Star-Born, honored by the Cultists, while seeking out new mates, either from those destined to be implanted with Xenomorph embryos, or from Cult members. They prefer female offspring, as males of their species are more similar to Xenomorphs and mindlessly violent and savage, children produced by a male of their species more prone to genetic defect and decay.

Xenoliptis File

Warrior Breeds

MXeno Praetorian
  • Weapons - Bite, Claws, Tail Slash, Sonic Roar
  • Defenses - Heavy Exoskeleton.

Chosen form among the oldest and strongest of the Drone and Warrior Broods, the Praetorians are the largest and strongest of the Xenomorphs that haunt the worlds of Mirus, able to toss away Kulaung warriors with ease, and act as one-man armies and coordinators in battle, savagely directing their hives, while ripping apart their foes with brutal claw strikes and tail slashes, filling multiple roles within the Hive, and all of them deadly and dangerous to outsiders. Praetorians are rare in number, but most Hives have either ten or, at the least, six of these brutal beasts at their call, most of them happy to stay at the side of their Queen and guard her, only leaving to attack the strongest foes in battle, and direct their forces.

Praetorians stay at the side of their Queen, their clawed hands and spear-like tail spelling the end of any foes that can sneak or get past their lower brethren and try and take a shot at the Queen, the Praetorians throwing themselves at this target with utmost ferocity and brutality, and often drawing out their death for some time. Praetorians can produce a loud, focused roar that can knock targets off their feet, shatter glass, and summon other, lesser Xenomorphs to their location in a fight to finish off targets.

When the Queen needs her Praetorians, usually when the Hive exceeds 300 individuals, discounting Cultists and hanger-ons, She will have the oldest warriors exposed to Accelerate Gel to force them into the Praetorian stage. Here, the Drone in question will produce a pheromone that will cause others to lash out and attack it. The strongest and most cunning will have to escape and circumvent their kin, and find an isolated area to molt. After forming a cocoon in their personal abode, the Praetorian will tear itself free and return to the Hive, taking their place at the Queen's side.

Praetorians are hailed as Demigods by the Cultists around them, and these madmen will often form protective details around them to keep them from harm, though such is rarely needed. Still, it makes it more difficult to kill them, given their cultists will act as meat shields for them, even if the Praetorians seem more annoyed with them then anything else.

MXP File

  • Weapons - Heavy Arms and claws, developed musculature.
  • Defenses - Heavy Armor, thickened Skulls.

Spawned from a variety of animals, from wild apes, to heavier built species like the Skordi or even Loron, these Xenomorph Brutes are hulking masses of brooding, horrific rage and a desire to rip their foes limb from limb and crush victims under their fists and claws. Such beasts aren't as cunning or intelligent as their sentient-spawned peers, though those lucky to come from a Skordi or Loron display the usual low-cunning their kin taken on. These beasts, rather then waiting to ambush, prefer to charge straight into the fray and let their strength deal with what comes.

The Xenomorph Brutes have large, gorilla-like arms, enabling them tear apart a fully-armed and armored soldiers as easily as someone could peel an orange. Such brute strength, beyond that of the normal Xenomorphs, makes it an effective shock unit and powerhouse within the Brood Armies, sent into arrays of heavy fire that normal drones could not survive. Combined with their thicker then usual armor and skulls, and nothing short of explosive rounds and grenades can even damage their bodies.

Brutes are rarely seen, due to the difficulty in getting such violent species involved to get restrained or implanted with an embryo. Such creatures thus become highly valued beasts, if somewhat short tempered and feral compared to other Drones. When not under the watch of a Queen, they will often find lone drones to tear limb from limb and torture, and maul cultists that get in their way, even those in the process of worshipping and "honoring" them. As such, most in the Hive avoid the beasts, and leave them to their own darkened corners, only calling them to war when the Queen requires it.

  • Weapons - Claws, Tail-blades, Digestive Bite
  • Defenses - Heavy Armor Exoskeleton

The Xenomorphs, despite being the creatures of them, seem to hold a special hatred and apathy for the warriors of the Kulaung like no other. They may torture and mutilate the victims of other species, but the Kulaung stir a special fire in their hearts like no other. The few warriors that are unlucky enough to get facehugged, produce Kul-Morphs, large and especially brutish creatures, known for their brutality, cunning and habit of trophy-making that sets them apart from other Drones and warriors within the Hive. Often forming small packs of their own, the Kul-Morphs will fight alongside their kin once battle starts up, before leaving to their isolated pockets once more.

Kul-Morphs are stronger then most species derived from, and move with an agility and savagery few can equal. They do not enjoy in twisting the knife or toying with their prey, merely throwing themselves at the strongest foes, and testing their might against them, before moving on to the next. Their acidic saliva is a unique one, used to chomp down on targets and melt away their armor and defenses for their kin and others to get easier shots and attacks on. Their exkoskeleton, for whatever reason is heavier and more durable then others from other species, even those bigger and more durable then the Kulaung.

A Kul-Morph is a Caste all it's own to the Xenomorphs, and both species hold a hatred for each other few can equal, Kulaung hunting the Xenos for sport and trophies, and to keep them from spreading to other worlds, and the Xenomorphs, for whatever reason, regarding even children of the Kulaung as threats to the long-term survival of their kind. Whatever the case, Kul-Morphs are not given the hatred of their host species, but still presume lives spent only with their kindred in isolation from others, rarely stirring except to answer the call of their Queen.

  • Weapons - Claws, Bladed Tail
  • Defenses - Exoskeleton Armor.

Resulting from the implanting of embryos within any number of Precursors, mostly from the Multus Esse, the Ultramorph are considered dishonor and a stain upon the Multus Esse members, and are hunted down for being a living crime against their species and their memory. Likewise, Ultramorphs seem to have a violent relationship with other Drones, the massive beasts living separate from the hive and will violently clash with any Drones that get in their way, living in the wild wastelands, and seeking out large prey items to kill and devour for themselves.

Ultramorphs tower over the rest of their kind, able to grasp a Xenomorph in their hand and crush it, while using their claws and tails to deliver quick death and miser to anything in their path. With their greater size, comes greater durability as well, and all members of the Ultramorph caste are considered living tanks that will receive all the firepower available due to this insane-levels of strength and power they yield.

The Ultramorph are often hunted by the Multus Esse for the dishonor and disgust they bring upon their history and the people's legacy to the galaxy. Others hunt them down as well for the danger they pose to the galaxy and other species, and their own hives seem to regard them as more a menace then an ally. However, when enemies gather, and the Xenomorphs need muscle, the large numbers of Ultramorphs will arrive to fight alongside their kin, slaughtering countless foes in a bloody haze. Even Cultists dare not worship the beasts, for nothing save the Queen-Mothers seem safe from the creature's horrific bloodlust and desire to murder.

AnathemusOfXenomortisPortrait
  • Weapons - Tentacles, Death Rays
  • Defenses - Exoskeletal power armor

Created partially from the DNA of an Mirusian Xenomorph Queen in addition to other creatures, the Anathemae of Xenomortis were Overseers in service of the Drakodominatus Tyranny. When the Tyranny fell, most of the Overseers that survived the fall fled to the Quadrant galaxies, using their genetic connection to the Xenomorphs to take over some Quadrantia hives as their own domains. A select few were left behind in Mirus, and found their way to the hives of the Mirusian Xenomorphs. Their attempts at taking over were unsuccessful, and a small number were slaughtered before the rest -realising their numbers were too few and too precious- submitted to their new Queens. Given their Xenomorph DNA, these Overseers were accepted into the hives, though are vastly more intelligent than the average Xenomorph. The Anathemae are psychologically ingrained to enjoy being in control, though are wise enough not to betray the Queens, having suffered the consequences once already.

Anathemae are not birthed as much as created, and though mostly osseous exoskeleton and mouldering flesh, are partially cybernetic. The Hives have found a way to create them, though this has proven extremely difficult, prone to failure, and requiring technology that the Mirusian Xenomorphs cannot organically make. As such, creating new Anathemae is a duty of the Xeno-Cults, though given the great amount of resources required, is only attempted just before the takeover of highly important planets. Still, the Anathemae fight at the forefront of the Cultist assault, deploying tentacles from their midsection to necrotise their foes with the death rays grafted therein, or implanting Xenomorph parasites into their hapless enemies at close quarters. These parasites are psychically linked to the Anathema that implanted them and take over their hosts, allowing the Overseer to control them like puppets.

The Anathemae of Xenomortis work closely with the Xeno-Cults, though tend to isolate themselves from proper Xenomorphs, and are more likely to be seen with the other species of the Hive, be they Cultists, Xenoliptis, Peregrin, or Neonautilus. They find a great kinship with these pseudo-Xenomorph creatures, as they too are Xenomorph enough to be accepted into the Hives, while remaining distinct. The Anathemae tend to live amongst their chosen Xeno-Cults, migrating alongside them, and within them are mostly associated with the Xenoliptis, seemingly enjoying their company.

Cultists

  • Weapons - Blaster Rifles, other weapons
  • Defenses - Armor

Among the Cults that have become mentally broken by the Xenomorph's psychic influence, the Brood Brothers are mostly normal, though most shave their heads of any hair or tattoo it to resemble the dome-like skull of their Alien masters. Brood Brothers, like all Cultists, have small traces of Xenomorph DNA injected into them via the Acceleration Gel, though not enough to produce notable mutations like their kindred. As such, they can move amongst the militaries of the Mirus civilizations unseen, though their strange appearance may raise some eyebrows, few military leaders will question such obedient and efficient troops. In time, as the Cult gathers more followers and sires more hybrids, the Brood Brothers and Sisters will slowly work to take over every platoon, unit and squad they can for the inevitable uprising, while allowing their siblings to smuggle in Eggs, Drones and even Queens.

Brood Siblings arm themselves with Blaster Rifles, ranging from basic Assault Rifles, Shotguns, Rocket Launchers and whatever else their military leaders will unwisely allow them to have, or what they can get from back alley dealers and black market suppliers. Along with the armor they are often issued in their role as the Defense Force and militia on a planet, and they can be expected to perform markedly well as the muscle of a Cult's military movement.

Brood Brothers are those siblings and the newly inducted who display no obvious Xenomorph-borne mutations upon their flesh, but still honor the ways of the Cult, and are just as mentally devoted as the rest of their kin. As Ordered by the Cult leader, these members will use their military positions and positions among militia and police forces to get equipment for their Cult and help make infestations harder to find.

  • Weapons - Blaster Pistols, Claws and Mutated weapons
  • Defenses - Armor, Skeletal defenses

Born from among the Cult Members, the Hybrid Kin are the Second and third generations of the Cult's members, the signs of Xenomorph alteration and mutation much more present upon their frames. They are often bald, have the strange biomechanical growths and tubes throughout their flesh, and some even have the back tubes growing out their spines. Clawed hands, and even multiple hands for a species that doesn't normally have them are common. Due to their strange appearance, Hybrid kin will remain hidden, their mutations to obvious to hide, and let their Brood Brother counterparts infiltrate the larger strata of society.

Hybrid Kin use a variety of pistols, rifles and other weapons looted and stolen from official channels, or bought by the Cult from Blackmarket and illegal sources to arm themselves and prepare for the day they can rise up alongside their Brood siblings and the Xenomorphs they worship. Likewise, their natural growths, combined with any armor they can buy or loot together offers them great defense.

Hybrid Kin are treated well by the majority of the Cults, and to these members, represent their mere mortal frames being blessed by the Star Gods with power and divinity, the Hybrids treated like Demigods among the other Cult members. The Hybrid Kin range from somewhat resembling their original species with claws and other mutations, to barely even looking like they were born from another species, and instead came out of some genetic lab. Whatever the case, the Cults are quick to produce as many as they can, for the coming battles.

  • Weapons - Rending Claws
  • Defenses - Thick Exoskeleton.

Born in elongated and drawn out pregnancies, the Evolved Kin of the Cult are often either born through a special egg being laid, or, far rarer, clawing their way out of their mother. The latter is actually considered a good omen for the Kin's success and future within the hive, and are chosen by the Cult leaders to be Pack leaders among the other Evolved. The Evolved bare even less of a resemblance to their kindred then even the Hybrid Kin do, and act in a manner similar to the Xenomorphs that they take after, as well as resembling them on a far greater level then most others. It is only the slight trace elements of other species' features, such beaks, arm and leg placement, and other features, that keep the Evolved Kin from being totally mistaken for another branch of the Xenomorph family.

The Evolved Kin move on six powerful limbs, going usually from six legs to two legs and using their front limbs as arms. These Arm-limbs end not in fingers or even clawed fingers, but large, imposing Rending Claw blades, not as useful for gripping or manipulating objects, but just as useful for tearing through even an Olympian Warrior's armor without much issue. Combined with their thick, durable armor letting them resist even heavy bolter fire, and their propensity for ambushing, and the Evolved can easily overwhelm and annihilate their victims in a short amount of time.

Hybrids are worshipped as the closest to the holy form the Cultists can achieve and come towards, and outside of battle, are kept hidden in the deepest sewers, underhives and hives the Xenomorphs and their cultists inhabit. Due to their extreme mutations, these members of the Cult will be kept hidden, as their Xenomorph traits are all the stronger, behavior and appearance wise. In battle, they will rush from the shadows and under-regions of the city to kill and quickly devour their victims.

Unlike other Cultists, they are completely sterile, relying on their tongue to deliver an injection into a chosen victim, injecting them with the Accelerate Gel used by other Xenomorphs. Thus, the Cult cycle begins again, the injecting becoming the next generation Brood Brothers and Sisters who will sire, in turn, their own Hybrid and Evolved Kin.

Monster Breeds

  • Weapons - Mantis Claw limbs, transported Facehuggers
  • Defenses - Armored Exoskeleton

One of two evolutionary paths a Praetorian can take, the Carrier is the less offensive focused of the two, performing a supportive role among the Hive while transporting the Facehuggers needed to continue their Hive and species, often throwing their cargo at enemies, surprising and making them easier to take down with a well-placed throw to the face, and making it easier for Facehuggers to get around and subdue prey to host their embryos within. A Carrier is weaker then a Praetorian, but far more cunning and far more sadistic, taking hostages, ambushing and surprising foes, and toying with their victims before applying their "friends" to the face of another.

The Carrier is less offensive focused, lacking the raw physical power of even other Praetorians, but moves with more agility and speed then others, despite it's great size. The creatures use their mantis-like front limbs to slice and cut victims to pieces, while often at range plucking Facehuggers from their back to throw right at targets, making infestation and the spread of their kind all the easier.

The Carriers are less aggressive the others, due to their important cargo and the future of their kind. Likewise, their lack of physical strength is made up by their cunning and sadism, often ambushing and surprising targets, taking hostages and forcing their foes to accept a Facehugger being placed upon their heads in simple, terse negotiations. Carriers in general do not appear in earlier infestations, being only sighted when the Hive reaches critical mass and begins reaching a threat for the local population.

  • Weapons - Hull Blades
  • Defenses - Very Heavy Exoskeleton.

The Sister-breed to the Carrier, the Ravager is a direct, combat-focused breed also derived from the Praetorians being given Acceleration Gel, placed within a special section of the hive to grow and awaken within a few hours, their claws transformed into massive Warblades to lumber through even the heaviest targets, and cut them to ribbons without resistance. To the forces of the Xenomorph Hives, the Ravager represents one of the last evolutions before they conquer a world, though such figures are rarely deployed. They exist only to slaughter, cleaving heads from necks, and bodies in half, and rarely leave survivors, leaving the Hive without further hosts where the Ravager is involved. As such, they are only deployed to deal with heavy military resistance.

Ravagers are armed with Hull Blades on their hands instead of fingers and claws, enabling them to slice apart victims with a few elegant and brutal motions, cleaving through the victim, and often seeking to slice them in half, cut off heads, and generally leave very little left to actually use for the Hive other then recycling the body parts. Their exoskeletons are strangely beautiful blue and green hue, and also shine with a metallic sheen like their blades.

Ravagers are believed to be feed certain natural minerals to produce their iron-hard armor and blades, thus why it takes so long to breed and prepare them from a Praetorian morph's flesh. As a consequence, they are only used in heavy military engagements when their foes are deploying tanks and artillery and must be sliced and cut to pieces to remove these hard targets and make their hives' infestation all the easier.

  • Weapons - Reinforced Skull, horns
  • Defenses - Thick Armor.

An evolved form of the Runner, a powerful but simple-minded beast, a powerhouse living tank known as the Charger that is used to rush right into their targets and crush victims beneath their weight and strength, toppling over small buildings, grinding soldiers to powdered bone and mashed flesh, and sending tanks and APC transports flying into the air with their forward charge. Due to the way it is shaped and formed within the hive, it's status is similar to a Praetorian for human-spawn Drones, though the Charger is never seen in the Egg chamber with the Queen, always kept on in front with the likes of the Ravager and other "assault" breeds.

The Charger's skull and crest is reinforced and strengthened to the point being as thick and protected as tank armor, allowing for extreme levels of punishment to be taken, and for the Xenomorph in question to not even react to being shot or damaged. Several shotguns can be pumped into the skull, and barely even damaged the brain and internal workings. The rest of the Crusher's body is almost just as hardened, but is not as thick or plated, allowing those that get behind it to damage it by firing at it's limbs and back.

A Charger, like the Ravager, is a rare breed to encounter, as the creatures are generally saved for when the Hive has reached a certain level, and has begun to launch large scale invasions. As such, Chargers will only be deployed into heavily militarized zones, smashing through vehicles and large numbers of enemy troopers, but deployed carefully. A Charger leaves very few in it's path, and like the Ravager, is kept in reserve until the Hive needs killing power and less hosts.

Titan Breeds

  • Weapons - Crab Claws
  • Defenses - Thick Carapace.