Bestiary
Most of the invasion forces are beasts or genetically-altered terran species. Some are semi-intelligent, others possess only basic awareness or hunter's instincts. Some require more intelligent invaders to control them or else they will run wild.
Blue
Blues are genetically altered terran dogs to be larger, faster, and stronger. They resemble blue-skinned hairless mastiffs except they stand 5' at the shoulder and are on average 8-10' from head to tail. They sense their prey by sight and smell and quickly chase and kill it. Blues are never used when the invaders want to capture a target alive because the Blues are savage and nearly mindless; because of these traits a pack of Blues is typically under the control of a Correndu handler. Blues are rarely seen alone and are usually used in packs of four or more. Any more than eight Blues is too much for a single Correndu to handl, however, and more than one Correndu is used to handle larger numbers of Blues.
Attributes:
Strength: 50-55
Stamina: 50-60
Speed: 50-75
Mind: 2
Reflexes: 75-90
Stealth: 33-40
Psi Defense: 2
Health: 50-60
Action Points: 50-75
Attacks: Blues have 2 attacks per turn, but may not Bite or Shoulder Charge more than once each in the same turn.
Bite: (Accuracy: 60) 6D6+18 armor-piercing damage
Shoulder Charge : (Accuracy: 50) (Movement/2) + 6D6 damage, resisted by High-Explosive damage resistance . After a successful Shoulder Charge, the target must make a successful Strength saving roll or else be knocked sprawling.
Claw swipe : (Accuracy: 80) 3D6+6
Special: Blues are especially weak to psionic attacks and take double damage from them. They are naturally immune to all sonic damage.
Cy-Blue
Cy-Blues are cybernetically augmented Blues that are far more dangerous than a standard Blue. Their origins are not known, but is assumed that the invaders decided to recycle fallen Blues rather than let go of them completely. While some of the Cy-Blues have different augmentations, they all share some of the same things in common: Myomer-enhanced musculature to further their strength and speed. Retractable claws. Psionic dampeners. Subdermal plating. All of these standard enhancements are enough to make Cy-Blues an even larger threat than standard Blues which are no pushovers. Cy-Blues do not require a Correndu handler and are often seen operating alone or in small packs of 2 or 3. There have also been reports of a sole Cy-Blue acting as a handler for packs of normal Blues.
Attributes:
Strength: 60-65
Stamina: 60-80
Speed: 60-85
Mind: 18
Reflexes: 85-95
Stealth: 33-40
Psi Defense: 50
Health: 80-120
Action Points: 60-85
Armor:(AP60-HE60-NRG20-INC60)Armor Factor: 500
Attacks: Cy-Blues have 3 attacks per turn.
Bite: (Accuracy:80) 6D6+24 armor-piercing damage
Claw Swipe: (Accuracy:80) 6D6+18 armor-piercing damage
Shoulder Cannon[Optional](Accuracy:40) 5D6+20 armor-piercing damage
Range: Short: 5 Medium: 10 Long: 15 Extreme: 20 Ammo: 8 shots
Sonic Scream[Optional](Accuracy:50) 4D6+12 stun damage
Range*: Short: 3 Medium: 6 Long: 9 Extreme: 12 Ammo: N/A *- Sonic Scream affects all humans within the listed ranges, which are a radius around the Cy-Blue.
Special: Cy-Blues are naturally resistant to psionic damage, and take half damage from all psionic attacks. They are immune to all stun damage.
UltraBlue
The third – and hopefully last – incarnation of the Blues, the UltraBlues are bred to be larger and faster than the other Blues. They are deadly even to full-size squads and should be approached with extreme caution. The only good thing about the UltraBlue is that they do not travel in packs like the other Blues are known to do, as their temperaments are very volatile and they will occasionally attack their own allies. Standing anywhere from 9-12' at the shoulder and anywhere from 15-20' from head to tail, UltraBlues are gigantic monstrosities designed only for carnage. They lack the proportional speed of the other Blues, but more than make up for it with their strength and thick skin.
Attributes
Strength: 120-150
Stamina: 100-120
Speed: 40-60
Mind: 10
Reflexes:40
Stealth: 0
Psi Defense: 10
Health: 120-180
Action Points: 40-60
Armor:(AP/HE/NRG/INC40): Armor Factor: 1000
Attacks: UltraBlues have 1 attack per turn.
Bite: (Accuracy:60) 1D6x10+40 armor-piercing damage
Claw Swipe: (Accuracy: 65) 2D6x10 armor-piercing damage
Claw Pindown: (Accuracy: 40) 4D6+24 damage, resistable by High-Explosive resistance
Sonic Howl: (Accuracy: 80) 8D6+24 stun damage
Range*: Short: 6 Medium: 12 Long: 18 Extreme: 24 Ammo: N/A *-Sonic Howl affects all huymans within listed ranges in a radius around the UltraBlue. A successful Mind saving roll will reduce damage from the Sonic Howl by 50%.
Special: The UltraBlue's saliva thickens and eventually hardens when it leaves the UltraBlue's mouth. It is a favorite tactic when facing multiple foes for the UltraBlue to incapicate one enemy with its Claw Pindown attack and simply drool over them, effectively immobilizing the enemy.
Tentaclad
Tentaclads are six feet tall and resemble vaguely humanoid bipeds with a thick, leathery brown skin. They have no head, only a slight lump in between their shoulders that serves no apparent purpose. Where the left arm on a man would be is a large mouth lined with three rows of teeth. The mouth is capable of extending a short distance from the side of the body to seize prey. It is capable of opening three feet wide, large enough to bite and strong enough to hold a human. Where the right arm would be is a long tentacle reminiscent of an octopus, with thick teeth lining the underside. The majority of the tentacle's length lies coiled in a special pouch inside a special cavity inside the body. It usually appears to be three feet in length, but can reach to a full nine feet when fully extended. It does not have any eyes to speak of and seems to rely on hearing and special sensory organs housed deep within its torso that sense heat. While the scientists and brass call this creature a 'tentaclad', the boys on the front line have dubbed them 'Triple-Ts', short for "torsos-with-tentacles-and-teeth". Tentaclads' preferred method of attack lies in their strong legs and tentacle. They leap at their prey and swing their tentacle in an attempt to knock their target to the ground, where it is easier to grab them for a killing bite. Their thick skin grants them resistance to armor-piercing ammunition but renders them vulnerable to energy and incendiary attacks.
Attributes
Strength: 40-50
Stamina: 120-180
Speed: 40-60
Mind: 10
Reflexes:40
Stealth: 0
Psi Defense: 40
Health: 120-180
Action Points: 40-60
Armor:(AP50) Armor Factor: N/A
Attacks: Tentaclads have 2 attacks per turn.
Bite: (Accuracy: 40) 5D6+20 armor-piercing damage
Tentacle Swipe: (Accuracy: 60) 3D6+10 damage, resistable by high-explosive resistance
Tentacle Grab: (Accuracy:40) 1D6+6 armor-piercing damage. A successful Tentacle Grab wraps the tentacle around the target, pinning their arms to their body. A successful Reflex saving roll must be made during the target's turn to free them.
Leap & Swipe: (Accuracy: 40) 10D6+30 armor-piercing damage. A successful Leap & Swipe has a chance to knock the target to the ground, target must make a Reflex Saving Roll at a 20% penalty or else be knocked to the ground.
Special: Tentaclads take an additional 50% damage from energy and incendiary attacks. Tentaclads may jump up to thirty feet in a straight line, or twenty feet straight up.
Hellcat
Hellcats are psionically gifted predators that have been released into the wilds by the invaders to eliminate the natural faunae here. They hunt using their minds to locate their potential meals and stalk them. Some Hellcats have been known to employ simple illusions to confuse their prey as well. Resembling a mad scientist's dream of a cross between a scorpion and mountain lion, Hellcats are usually eight feet long from muzzle to butt and have a long segmented tail that ends with a stinger measuring twelve to fifteen feet. The length of the tail is misleading as it is curled along the Hellcat's back when not in active use.
Attributes
Strength: 25
Stamina: 60
Speed: 95
Mind: 25
Reflexes: 95
Stealth: 80
Psi Offense: 30
Psi Defense: 50
Health: 60
Action Points: 95
Attacks: Hellcats have 3 attacks per turn.
Bite: (Accuracy: 60) 3D6+6 armor-piercing damage
Claw Swipe: (Accuracy: 70) 3D6+10 armor-piercing damage
Pounce: (Accuracy: 50) 6D6+5 damage, resistable by high-explosive resistance. Pounce counts as 3 attacks. A successful Pounce attack pins the target beneath the Hellcat, to escape they must make a successful Strength or Reflexes saving roll (target's choice which to try). An escape attempt costs the target 20 Action Points.
Sting: (Accuracy: 30) 1D6x10 armor-piercing damage. After a successful Sting, the target must make a successful Stamina saving roll or else suffer the effects of the Hellcat's poison. The Hellcat's poison deals 3D6+4 stun damage every turn for 3 turns.
Illusory Surroundings: (Psionic Attack) : If the victim does not make a successful Psi Defense roll then they are surrounded by illusions that suit the Hellcat's intentions. They might see rough terrain where it is smooth and waste time trying to walk around it, they might not see the tree they are running right at, or they might not see the cliff ahead. The Hellcat is semi-intelligent and can distinguish the best suitable illusion for the target to experience.
Special: Hellcats have the ability to sense life signs within a one hundred feet radius. This ability is passive and always on. Hellcats have been known to hunt in pairs, but never at more than two at a time, they are extremely territorial and will attack another invading Hellcat rather than any other threat, even if that threat has a gun pointed to their head from one foot away.
Lair Worms
When the invaders decide to make a permanent home in an area, they grow a Lair Worm there to chew them stable tunnels to live in. Lair Worms secrete a substance from their skin that hardens into a very dense and rocklike coating in a matter of hours, making subterranean fortified bases in a matter of days to months. Lair Worms require psionic handlers to control as they are very predatory and will attack and eat anything they can get their mouth on. Seeders and Correndu-O have been known to control the Lair Worms in most bases. Lair Worms are extremely large and dangerous measuring anywhere from six feet at hatching to three miles at six months old, when their life cycle ends. The typical Lair Worm has a ten-foot diameter, atleast two feet of which is their natural armor. They are thick-skinned and are nearly impossible to harm without large-bore weapons. They have a mouth lined with circular peg-like teeth capable of chewing even the hardest of armored materials.
Attributes
Strength: 300
Stamina: 600
Speed: 10
Mind: 10
Reflexes: 20
Psi Defense: 10
Health: 12,000
Action Points: 50
Armor:(AP90-HE90-NRG90-INC50) Armor Factor: N/A
Attacks: Lair Worms have one attack every two turns.
Bite: 2D6x10+50
Crush: 6D6x10+50
Special: Lair Worms have been known to go berserk if their connection with their handler is severed before their own death (50% chance) or unless they are "weaned" to a new handler's touch.