Xenomorph

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Overview

Xenomorphs are an extra-terrestrial life form of which little is known of their origin, reproduction, and biology. All that is known is that they hunt down all forms of life and attack relentlessly in great numbers. These creatures come in many widely varied forms that have been recorded as they've come into conflict with the colony.

Xenomorph Variants

Xenomorphs appear to be highly mutable, something that isn't currently understood even by the Soteria science team. At present, the abilities and the basic biology of the most common variants have been recorded here for reference for security personnel, researchers, and colonists looking to know the enemy.

Basic Variants

  • Drone - The most basic xenomorph and by far the weakest. Drones seem to be the work horses of a xenomorph infestation and are of little threat to even lightly armed and skilled colonists.
  • Hunter - The hunter is a slightly evolved drone, able to move quicker than a standard drone but not having any unique qualities otherwise.
  • Sentinel - A stronger bulkier version of the drone, easily spotted by its vibrant coloration. A solid buckshot or shotgun slug can easily fell them.
  • Runner - The fastest of the xenomorphs, easily spotted by its red distorted chitin and four legged sprint. A pistol shot or two can fell them with ease.
  • Panther - We believe this variant to be an older or higher evolved version of the runner, being just as fast but having far more lethal claws.
  • Spitter - A xenomorph variant speculated to have ingested raw or toxic biomass, when in melee it vomits toxic slime on people, causing more than just physical brute wounds.

Standard Variants

  • Warrior - Named for its primary purpose. Warriors often come in packs, they have decently strong chitin and deadly claws. Best felled using automatic rifles, buckshot, or slugs.
  • Defender - A variant of the warrior that seems to defend areas where xenomorphs have massed. They are significantly more durable than warriors but don't have the lethal strength.
  • Shrike - A dangerous mutant variant capable of releasing a powerful shriek that stuns non-xenomorphs. Luckily, this is the only trick they have and they can't seem to use it often. Soteria scientist speculate resisting this horrendous scream requires one to be vigilant and ready to withstand the noise.
  • Bull - Named after its large set of horns. The bull is durable and quite strong, so strong in fact that being rammed by one may knock any man off his feet. Security teams highly recommend not using melee.
  • Boiler - A spitter who has evolved or survived long enough to reach critical mass. They're stronger and more toxic than spitters and detonate when shot in a small explosion. Soteria scientist speculate this variants are used to siege areas the xenomorphs target, displaying a form of rudimentary intelligence beyond a normal animal.

Advanced Variants

  • Crusher - The bigger and far more dangerous cousin to the bull. Crushers are titanic in strength, durable against arms fire and heavy hitters. The ram from a bull has sent security team members flying off their feet and onto the ground. Security forces recommend using range, choke points, and multiple numbers.
  • Screecher - A bigger and more dangerous shrike who has the same screaming quality. Unlike a shrike, however, these larger variants can withstand far more punishment and have much bigger claws.
  • Ravager - The most dangerous of the advanced variants. Ravagers are fast, able to run down even the fastest naramad and having eviscerating scythe blades in place of hands. Ravagers are huge and dark red in color, allowing colonists to recognize them immediately.
  • Defiler - Named for its highly toxic poison infused within its teeth and claws. This variant can inject a highly debilitating toxin referred to creatively as "Xeno Toxin" which greatly weakens those affected.
  • Hivelord - The hivelord appears to be an evolved defender and has a immensely armored chitin body, capable of withstanding even the most heavy of armaments up to and including solaris cannons or point blank grenade detonations.

Rare Variants

Rare variants listed below are extremely uncommon but highly intelligent and incredibly lethal. These types are often leading or accompanying lesser xenomorphs as a form of commander. They seem to attribute a strange and currently not understood hivemind mentality, with these variants acting as the brains of their respective forces. Killing them will always break the amassed forces, should any be left or present, however they are immensely powerful on top of being intelligent.

  • Praetorian - The praetorians are massive, with chitin hides so durable all but the most powerful weapons or numerous munitions will have any lasting effect. Praetorians are, despite their hulking size, incredibly fast and possess claws capable of shredding through even the toughest armor.
  • Queen - The... theoretical source of the xenomorphs. At present they have never been sighted and exist only as a speculated monstrosity to explain the xenomorphs immense numbers. Without any confirmed sightings, what it is capable of is currently unknown.

General Advice

  • Xenomorphs generally increase in power and durability as they grow in size. Most xenomorphs are highly specialized for fighting in melee and tend to be quicker than most people, with faster variants able to run down even the quickest colonists.
  • Xenomorphs chitin is best attacked using high damage ballistic weapon from automatic rifles or shotguns (buckshot is especially effective). Munitions capable of blowing through multiple targets, ricocheting, or being able to be fired at high rates are most effective as xenomorphs favor overwhelming hordes.
  • Melee resistant armor is the best form of armor for fighting xenomorphs. Riot armor and melee weave upgraded armor are the best options. Although melee against a xenomorph is risky, a strong shield and properly augmented melee weapon can be effective. Spitters, bulls, crushers, defilers, and praetorians should not be engaged in melee. However, ravagers should be if the combatant is equipped with proper armor.
  • Boilers explode when killed, never fire on one when its near a high value item such as a fortification, turret, or person.
  • Flashes and flashbangs can temporarily stun xenomorphs but due to their limited nature and potential for friendly fire should be used carefully and sparingly.
  • Xenomorphs can run on any terrain, even slippery floors, without issue.

Fluff

Xenomorphs are a recent appearance in the galaxy, having first appeared twelve years ago and identified by the Terran Federation. Their relatively new nature makes knowledge of them gained only through interaction, outside of the details above, few would know anything else. Another strange and known aspect of xenomorphs is they biodegrade after a certain amount of time, with blood, bodies, and gore disappearing as it burns away at regular intervals. The only exception to this is sometimes the bodies have shown a potential to reanimate, so destroying the body fully with sustained firepower is recommended. Xenomorphs are also unique, they haven't been seen before their first discovery.

OOC: Alien/AVP never existed, referencing old movies or such media in character will get you ignored at best and bwoinked for insisting it or declaring lore that is from other media as canon here. Aliens haven't shown any infestation or parasitic nature besides immense appetites, all of them are far too big to crawl through vents, and their blood is an irritant to bare skin, not acidic.