Terry Greer



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Chapter 7

ALIENS

Chapter 7

Aliens

7.1 General Background 3

7.2 FRIENDLY FORCES 4

7.2.1.1 ASCIDIAN ENGINEER 4

7.3 ENEMY ALIEN RACES 5

7.3.1.1 SECTOIDS 5

7.3.1.2 SNAKEMAN 6

7.3.1.3 MUTON 7

7.3.1.4 ETHEREAL 8

7.3.1.5 SECTOPOD 9

7.3.1.6 CHRYSSALID 10

7.4 Genetically altered / bred Creatures (CREATED BY SECTOIDS) 11

7.4.1.1 TUNNELLERS 11

7.4.1.2 HOUSEKEEPERS 12

7.4.1.3 CONSTRUCTORS 13

7.4.1.4 CYBERNETICALLY ALTERED ASCIDIAN 13

7.4.1.5 GENETICALLY ALTERED ASCIDIAN 15

7.4.1.6 GUARDS 16

7.5 THE ‘THIRD’ RACE 17

7.6 Background on the Ascidian Caste system 18

1 General Background

The location of the two systems involved in the conflict are 60 light years from Earth, the Ascidian’s homeworld orbiting the star designated from Earth as Pegasi 51. The controlling race of the Sectoids have been attacking the Ascidians.

The Ascidians are currently in conflict with the inhabitants of a neighbouring system. At the time the Patton comes through the Dimension Gate the Ascidians have launched an attack on the enemy’s local command base on the edge of the Ascidian’s solar system, which fails.

The Sectoids are preparing to finish off the Ascidians and so claim the mineral resources left in the planets and asteroids of the Ascidian’s system.

The Ascidians together form a Genus, and consists of three species of creatures, which form the basis of their society, which is a cross between the feudal and caste systems of society. The species within the Genus have evolved to perform set functions. These functions are:

• Intellect caste

• Warrior caste

• Worker caste

This structure of society has been perpetuated in their thinking when they discovered genetic splicing and mutation technologies. Creatures that they wished to create were based upon the premise that they would serve a specific function for their creators. Through the creation of these creatures the Ascidians genetically manipulated & bred creatures to perform the following functions:

• Grunts - used for slave labour

• Warriors - To use in the fight against the Sectoids

• Guards - to defend installations & to control the other genetic constructs

• Terror Creatures - to use as shock troops against the Sectoids

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2 FRIENDLY FORCES

1 ASCIDIAN ENGINEER

Type: Real time low poly sprite

Max Polygon Count: 450

Innate Attacks: None

Description:Ascidian Engineer - Showing a remarkable level of deviation from the general physiology of the Genus creatures of this caste show increased muscle mass within their bodies to allow them to perform the manual labour that is usually their lot.

The increased requirements for fine motor control and reactions has led to a startling evolutionary solution. Rather than having one centralised brain these creatures have developed localised centres of control. These “sub-brains” have apparently developed to impart the creatures with increased reactions and strength through much better localised control of their Cardio-vascular systems.

These gains are however offset by the reduced reaction speed to tactical situations as the increased ‘pre-processing’ that takes place within the sub-brains leads to the requirement of data accumulation and error checking of suppositions made by the lower order sub-brains.

2 3 ENEMY ALIEN RACES

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1 SECTOIDS

Type: Real time low poly sprite

Max Polygon Count: 450

Innate Attacks: None

Description: This race appears to want to develop superior genetic hybrids to increase the efficiency of their hive-like society. The autopsy reveals vestigial digestive organs and a simple structure. The brain and eyes are very well developed. The structure suggests genetic alteration or mutation. The small mouth and nose appear to have little function. The webbing between the fingers, and the flat feet suggest aquatic origins. There are no reproductive organs, and no clues as to how this species can reproduce. They are most probably a genetically engineered species.

[pic] [pic]

2 SNAKEMAN

Type: Real time low poly sprite

Max Polygon Count: 450

Innate Attacks: Acid spit attack

Description: This race developed in an extremely hostile environment. They are very tough and can resist extreme temperature variations. Their mobility depends on a snake-like giant 'foot' which protects all the vital organs. Their objectives appear to be purely predatory and they appear to be under the command of some other Intelligence which directs their military incursions.

The skin is incredibly tough and heat resistant. The cardio-vascular system is part of the muscular system which uses the hydraulic principle to create motion. The only true muscle is the 'heart'. The reproductive system appears to be very efficient. Reproduction is asexual, with each snakeman carrying up to fifty eggs inside its body at any one time.

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3 MUTON

Type: Real time low poly sprite

Max Polygon Count: 450

Innate Attacks: None

Description: This humanoid creature is physically powerful and intelligent. They have a particular appetite for consuming raw flesh of any kind, which they need for sustenance like earth based carnivores. The cybernetic implants are used to enhance their combat performance. They are clearly the foot soldiers for a higher intelligence.

The 'skin' of this creature appears to be an organically created protective armour which is grafted onto the body. There are numerous cybernetic implants which are used to enhance the cardio-vascular system and the senses. The reproductive organs appear to have been surgically removed. Evidently these unfortunate creatures are limited to a life of warfare and conquest. Armour piercing ammunition is not very effective against their toughened skin.

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4 ETHEREAL

Type: Real time low poly sprite

Max Polygon Count: 450

Innate Attacks: None

DescriptionThey rarely appear in combat since they seem to rely on other races to pursue their objectives. This being is physically retarded and seems incapable of sustaining any life functions. The muscles are severely atrophied and the internal organs appear to be under-developed. The sensory organs, including the eyes, do not appear to function at all. The brain, however, is well developed and draws on a high proportion of the body's blood supply. It is a mystery as to how this creature can sustain itself without external support.

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5 SECTOPOD

Type: Real time low poly sprite

Max Polygon Count: 450

Innate Attacks: Powerful plasma beam weapon.

Description: Sectopods are robot creatures with a powerful plasma beam weapon. Sectopods are one of the most powerful terror weapons available to the alien forces. The robot is sturdily constructed with powered armour capable of resisting most forms of attack, in particular plasma weapons. However, the sensing circuitry seems particularly vulnerable to laser weapons.

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6 CHRYSSALID

Type: Real time low poly sprite

Max Polygon Count: 450

Innate Attacks: Crab-like, powerful claws

Description: The exo-skeleton of this creature is extremely tough, but surprisingly vulnerable to explosive ammunition. This creature is a very effective terror weapon. The crab like claws of this creature are a powerful weapon in close combat. The high metabolism and strength of this creature give it speed and dexterity. Chryssalids are associated with the Snakeman race.

4 5 Genetically altered / bred Creatures (created by Sectoids)

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1 TUNNELLERS

Type: Real time low poly sprite

Max Polygon Count: 450

Innate Attacks: Jaw attack at close range

Description: Utilised for the construction of underground bases and mining operations such as ore refining

They are characteristically well armoured to prevent damage to the creatures from rock falls and the general abrasions associated with the risky task of tunnelling.

Variants of these creatures which are used for ore refining have a very high internal body temperature, and a very strange apparently alterable subset of its biochemistry. It appears that these subsets allow the creatures to process a wide range of ores, the creature secreting the by products of the process.

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2 HOUSEKEEPERS

Type: Real time low poly sprite

Max Polygon Count: 450

Innate Attacks: None

Description: Attending to the more inaccessible areas within the tunnels these creatures are capable of clinging to ceilings. Armed with rock cutting plasma beams, these creatures also serve to defend the lower depths of the enemies’ mining colonies.

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3 CONSTRUCTORS

Type: Real time low poly sprite

Max Polygon Count: 450

Innate Attacks: None

Description: Being intelligent, strong and tool using these creatures are a major threat to any X-Com units operating in their vicinity. Using ranged weapons by preference they will flock together to assail a heavily outfitted unit or squad. Also, use of flanking manoeuvres and other battle strategies will occur if they feel outgunned.

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4 CYBERNETICALLY ALTERED ASCIDIAN

Type: Real time low poly sprite

Max Polygon Count: 450

Innate Attacks: Teeth, claws, built in weaponry

Description: Using materials gathered during harvesting and abduction raids on the various planets including the Ascidian’s homeworld and the remnants of attacking Ascidian forces, these creatures basic physical form and internal organs are still present, however the Sectoids have performed major reconstructive surgery and cybernetic replacement of many limbs and organs within the hosts’ body.

Limbs attached to the upper torso are often replaced with weaponry which is controlled through direct neural commands passed through the creatures existing nervous system.

The creatures are directly controlled by their squads commander, who forces them in to the fight as shock troops and cannon fodder before the true onslaught of the major forces are committed. Essentially a remote controlled living organism, these creatures do not understand the meaning of the word fear, or for that matter any other word than kill.

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5 GENETICALLY ALTERED ASCIDIAN

Type: Real time low poly sprite

Max Polygon Count: 450

Innate Attacks: Teeth, claws.

Description: Taking the basic genetic material of an Ascidian, the Sectoids have created a truly vicious warrior. Replacing sections of the Ascidians DNA sequence with material from natural predators on planets under their control has heightened their natural survival instincts. In addition to this increases in their stamina and constitution makes these creatures truly deadly.

Their shape is very similar to that of the Normal Ascidians and so when viewed in silhouette they can easily be mistaken for these harmless creatures. Players may thus be fooled into getting too close before realising their mistake.

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6 GUARDS:

Type: Real time low poly sprite

Max Polygon Count: 450

Innate Attacks: Teeth, claws, built in weaponary.

Description: These vicious, fast moving creatures are created from a

blend of organic and mechanical materials in a similar fashion to the Cyber creatures. Used to defend higher security areas within the enemies space facilities these creatures are armed to the teeth with high powered weaponry and are also heavily armoured to withstand several high explosive blows, or high energy particle beam hits.

They have powerful haunches and when they run out of ammunition they will charge attacker very fast, like a rhinocerous.

6 THE ‘THIRD’ RACE

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Type: Real time low poly sprite

Max Polygon Count: 450

Innate Attacks: N/A

Description: Harmless creatures. The player experiences this

creature as the target of an assassination in Mission No. 9.

7 Background on the Ascidian Caste system

1 Intellects

These creatures have evolved to maximise their efficiency for discovery and scientific study. These creatures have an increased brain pan size, with associated atrophy of their defence and attack elements of their bodies forms.

Vestigial elements of the warrior caste’s defence spines are present. The lack of heavy physical labour within their lives has lead to the weakening of their tool using upper limb set.

Loss of the thickened hide and bone plating with respect to the warrior species has occurred, presumably to support the increased blood flow in the increased tissue mass within the cerebral cortex.

2 Workers

Showing a remarkable level of deviation from the general physiology of the Genus creatures of this caste show increased quantities of muscle mass within their bodies to allow them to perform the heavy manual labour that is usually their lot.

The reduced requirements for abstract thinking and the increased requirements for fine motor control and reactions has led to a startling evolutionary solution. Rather than having one centralised brain these creatures have developed localised centres of control. These “sub-brains” have apparently developed to impart the creatures with increased reactions and strength through much better localised control of their Cardio-vascular systems. These gains are however offset by the reduced speed of high level thought and reactions to tactical situations as the increased ‘pre-processing’ that takes place within the sub-brains leads to the requirement of data accumulation and error checking of suppositions made by the lower order sub-brains.

The loss of any spikes on the creatures body and the warriors aggressive jaw variants, while still retaining the thickened hide and solid bone plates allows the creatures a high level of protection, whilst keeping them submissive and easy to control.

3 Warriors

Featuring the delocalised control centres found in the worker caste, the creatures have a “Command & Strategy” brain located in the cranial cavity, whilst retaining the localised sub brain system to deal with reflex actions within the body.

A localised sub brain located immediately behind the retinal surfaces of the eyes appears to be dedicated to image processing, allowing a far greater level of visual acuity than would otherwise be possible.

Improved sensitivity of the retinal surfaces allows a much wider range of Electro-Magnetic radiation to be imaged by the eyes, the range of wavelengths the eye is sensitive to apparently ranging from near microwave radiation wavelengths to the end of the visible spectrum for humans, the respective wavelength limits being 2 x 10-4 metres to 4 x 10-7 metres.

This ability allows the creatures to sense the emissions from our electronic equipment & to locate a unit without the need for a physical line of sight.

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