By The_Undying_Tombstone 5 Comments
The Urtraghian Space Pirates
Perhaps the most loosely aligned of the member organizations of the Hierarchy, these creatures are thugs, bullies eager to get a quick buck hurting other beings. Disgusting really. Everything I don't like in an army. Nobody is quite sure where they're from, but everyone knows that they're brutal, merciless, intelligent, and utterly amoral. Note that I'm not going to bother organizing them into their breeds because they all intermingle anyway. Notably. And since they're a conglomerate of mercenaries, there's probably lots more where these came from.
Tallonian Militia man: Equipped with shielding, but not much armor, the Militiamen are still rapacious warriors who can tear a man apart limb from limb before he can take two steps. I'd say they've got the Ant's strength with the Beetle's reflexes, not as good as either, but still nothing I'd want to mess with. The power scythe and galvinic assault cannon they've got is pretty nasty, as is their habit of spamming grenades and ability to crawl on walls.
Armored Tallonian troopers: Now equipped with power armor to go with their subdermal shield generators, Tallonian troopers are much tougher than before, stronger too, twice so in fact. But otherwise little has changed save for perhaps a tad more skill
Aetherian Trooper: From what I can tell the space pirates are divided into multiple castes and breeds, with each one being very different from the other but ultimately having a few shared traits. Aetherian troopers are better armed and armored than their Tallonian counterparts using Quantum Assault Cannons and Photonic Power scythes with much faster firing weapons, overall being twice as deadly, but seem to be lacking in any sort of manual dexterity given their grafted weapons and vastly different hand structure. Their shields are superior too.
Tallonian Elemental troopers: More elite than the average trooper, elemental troopers are divided into energy types. Red for heat, Blue for cold, Yellow for electricity, Grey for sound, Purple for Dark energy, White for light energy, Green for Radiation. Each has a weapon and power scythe based on their chosen weapon and are more well armored, shielded, and stronger than their base trooper counterparts. Each of these is ten times stronger than a standard tallonian pirate.
Tallonian Flying pirate: Equipped with a fusion jet pack equipped with a regenerative supply missile launcher, a deployable power scythe and an upgraded verstion of their galvinic assault cannon, flying pirates wear limited amounts of power armor and superior shielding along with reflex enhancers.
Shadow pirates: Murderous cloaked assassins, Shadow pirates utilize advanced omni-cloaking fields that make it impossible to see, hear, or smell them at any wavelength. Luckily their fields take up too much energy from their power suits to let them use ranged weapons, so they forego them for dual wielding power scythes. They are very strong, about as powerful as armored troopers,
Aetherian grenedier: Having replaced their right arms with a large energy grenade launcher, Aetherian grenediers are essentially living mortars, though they still retain one scythe arm to fire away at enemies.
Tombstone's notes: Grenediers lack rapid fire weapons and lose a bit in melee capability due to replacing their pincers. Getting directly in their faces seems ideal.
Aetherian Aerotroopers:Clad in heavy flight suits that quadruple their power, Aetherian Aerotroopers are equipped with triple linked quantum assault cannons, gel-bombs, and an endless array of missiles they can fire out from their fusion lance jet packs. With their high maneuverability and durability, they act as more elite counterparts to the Tallonian flying pirates.
Aetherian pirate commando: Meta killers one and all, Commandos are over a hundred times the superior of a standard aetherian trooper with the most advanced armor and weapons they can acquire affordably. With pulse assault cannons that rip through formations and can gut armor, grenade launchers that can launch anything from frags, to kraks, to incendieries, powerful shielding, teleporters, flight packs, cloaking packs, the ability to deploy invulnerable energy hand shields, and energy blades deployable from their guns
Zebesian: About as strong and tough as Tallonians, Zebesians use powerful single shot piercing beams rather than rapid fire beams and lack the matter disrupting scythes of the Tallonians. They make up for it however, with powerful pincers. Zebesians are a bit slower on their feet but make up for it with superior jumping abilities.
Steel Zebesian: This time clad in armor to bring them up to the level of the armored troopers, Steel Zebesians are pretty much identical to armored tallonians save for the few physiological differences and choices in weaponry. I must admit the bird like styling is quite curious.
Tombstone's notes: I'm not sure why, but the abdomen and neck areas are exposed, once the shielding fails these parts of the body are vulnerable to attack.
Flying Zebesians: Not much to say other than that they have the same trade offs compared to flying pirates as Zebesians have to Tallonians. Be aware if you try and get into melee, they bite, *hard*. And those pincers? Look at the teeth on them, once they grab you they are not letting go.
Tombstone's notes: How do they balance themselves with those shoes?
Golden Zebesian: Golden Zebesians have an invulnerability field. According to peacekeeper files, nothing can penetrate it, not even planet busting grade attacks, and they are extremely fast, to the point of casually overwhelming super speed frankensteins and very strong, and throw forth razors that can carve through Adamantium like tissue paper. However, after leaping, Golden Zebesians leave themselves vulnerable in their backs for a split second.
Ki-Hunters:From what I gather, these creatures actually come from another universe altogether and joined the Space Pirates out of a promise of slaughter and profit. Very fast, very strong, very lethal, but luckily other than subdermal shield generators and the occasional set of power armor they seem to disdain technology.
Reo: From the same universe as the Ki-hunters, reos are small and extremely numerous if somewhat weak enemies. The average human could kill quite a few of them with modern weapons, but the problem is that they come in such massive numbers and have no concept of fear, and even despite their low status, they're still considered worth the effort of having subdermal shield generators.
Rhedogian: Very powerful, tough and annoying bastards to kill. These flight capable bastards have a powerful armored shell and only a small weak point in the form of their mouth, which they like to fire massive energy beams from. Their horns and claws make for deadly melee weapons, and their shield generation is top notch. Thankfully they're pretty rare as far as the Space Pirates go.
Griptian: Powerful, armadillo like aliens, Griptians are not only very well armored and lethal in melee, but can curl up into balls and smack into opponents with near escape velocity speeds to pulverize them, making them like living cannon balls. Oddly, their bones aren't based on Calcium, but instead are made from a carbon-nanotube structure, making me believe that these are artificial life forms.
Ghalmanian: Another creature with things that shouldn't evolve naturally, like it's shadow pirate level cloaking ability or the fact that it's tongue is twice as long as it's body. These creatures are excellent assassins, but luckily don't strike from that far a distance. Not that this is going to be particularly helpful to someone on the receiving end of a Ghalmanian kill squad.
Desbrachian: Very large, very powerful, and way, way too fast for something of their bulk, Desbrachians have a killer combo of extreme speed, danger senses, regenerative abilities, incredible durability, and almost absurd lethality in melee, with blade arms that can carve through nearly any form of matter and disrupt nearly any kind of shielding, as well as an incredible danger sense and seeming precognition, being able to counter other precognitive combatants and move fast enough to block most forms of escape. They can also fly, and if hurt, retreat into nearly invulnerable shells stronger than Uru to regenerate even faster.
Bloggs: Vicious aquatic predators in service to the space pirates and thus the Hierarchy, Bloggs are impressively well armored creatures, having developed a natural vibranium armored coating that makes attacking them anywhere but head on futile in most causes. Their jaws are tremendously strong and can crush most forms of armor and shielding with ease, and they fire powerful sonic blasts that can cause a whale to explode.
Tombstone's notes: Bloggs are nearly invulnerable everywhere but the front since their insides aren't as tough as their outsides, but luckily their offensive power is concentrated there so they will concentrate on that end.
Jelzaps are lazy sons of bitches. They don't move much and instead hunt by attraction. Their bodies are actually two distinct formations that can completely separate while remaining linked by powerful electromagnetic currents while generating one of their own capable of drawing in prey to be crushed by their jaws which can smash most metahumans with ease. Their carapaces are made of vibranium and are barely able to be hurt until they try to eat something.
Tombstone's notes: I really want to know how something like this evolved.
Grenchlers: Powerful semi-aquatic life forms, Grenchlers are ideal for the Hierarchy's need for creatures who are equally at home on land or water. With that same natural vibranium carapace, Grenchlers are nearly invulnerable everywhere except a sensitive nerve cluster the back, which is protected by a shell. however the shell can be torn off by force at a small "hinge" or by just yanking at it. Grenchlers can also snap their jaws with tremendous force, leap multiple miles at a time to the point that they can use themselves as living artillery, and shoot enormously powerful bursts of electricity from their horns.
Tombstone's notes: Why the hell do they have eyes on their lower jaw?
Me'traaid: Created by the ancient Jinkoro, the Me'traaid is a superpredator that attacks by draining all energy from it's targets, including the power of one's very soul. Even it's cells attack anything thought of as foreign or unbeneficial to the Me'traaid, meaning that their cell cultures provide the perfect cure for the Thoughtsin, and using their genetics for gene therapy provides a vaccine to all diseases. Even those of supernatural origin are simply useless against Me'traaid genehanced beings. Me'traaids also have an interesting relationship with Dark Glass, and they seem to mutate quite radically under different atmospheric compositions, background radiation levels, and other such factors. Most worryingly is that when exposed to Beta rays, they undergo asexual fission as quickly as Bacteria do with no need to gather up mass, meaning that they can completely overwhelm a planet within a few days.
Alpha Me'traaid: After a Metroid’s first molting, it will turn into an Alpha Me'traaid. Alpha Me'traaids have a thick shell, as well as rudimentary legs and horns, and retain the distinctive Me'traaid globule. The Alpha Me'traaid is more advanced in that its shell protects it from being frozen, but the molting process has also removed the Metroid’s resistance to Missiles, as its shell has not yet fully hardened, nor does it effectively cover the Alpha’s vitals. The Alpha Me'traaid seems aware of this weakness, so tends to lie in secluded areas, ambushing prey that comes close. Despite its weakness, the Alpha Me'traaid is incredibly aggressive when threatened, ramming prey and draining their energy dry with little regard for its own safety.
Gamma Me'traaid: After an Alpha Me'traaid has consumed a large amount of energy, it will molt again, growing in size and power to become a Gamma Me'traaid. The Gamma Me'traaid’s most notable feature is its ability to emit a powerful electrical discharge. This is generated through modifications to the Me'traaid’s globular organ, which can both absorb and expel energy. A Gamma Me'traaid is also characterized by its large plated shell, four elongated legs, and three pronounced horns. The Me'traaid’s vision has also increased with two sets of three compound eyes. Xenobiologists speculate these eyes can see in multiple spectrums.
Zeta Me'traaid: Built like dinosaurs, once a Gamma has drained enough energy under "standard" conditions, it molts it's shell and develops into a Zeta Me'traaid. Which combines all the above problems when dealing with Me'traaids with the fact that it can now spit out nuclear fire from biological fusion reactions as well as an incredible powerful set of limbs and a jaw. The Zeta Me'traaid is not to be trifled with.
Omega me'traaid: Even bigger and more powerful than it's predecessors, the Omega Me'traaid is like an alien Tyrannosaurus rex, if alien Tyrannosauruses could tear frankensteins in half casually and suck the life out of gods. The very sight of just one of these creatures is enough to send a Thoughtsin hive into full panic mode, and honestly, they scare the hell out of me too.
Queen Me'traaid: While Me'traaids also reproduce by asexual division at bacteria like rates while exposed to Beta Radiation, the Queen Me'traaid also serves as a reproductive mechanism, laying eggs at an incredible rate. However, the queen is far from defenseless, it is in fact, possessed of ludicrous strength, and like all Pirate utilized Me'traaids, the queen is also given shield implants to bolster it's durability. With all the abilities of it's lesser evolutions, the Queen is almost impossibly lethal.
Elite Tallonian pirate: Mutated and altered by some unknown radioactive substance referred to as Dark Glass, Elites are products of a terrible supersoldier program. Carrying a massive plasma artillery cannon, extendable power bayonets on their wrists, hand shield generators, form fitting armor, shockwave generators in their feet and hands, and a mean streak a mile wide, Elites are also colossally strong, some of the strongest soldiers I've ever seen.
Armored elites: They are as to normal elites as armored troopers are to the regulars.
Urtraghian Space pirate: The core of the Pirate Confederacy, these are perhaps the single least pleasant beings in the whole of the universe, perhaps even beyond. They're murderous, rapacious, cruel, amoral, and frequently cannibalistic. One and a half times the superiors of Aetherian soldiers in every way, Urtraghians consider themselves the cream of the Pirate crop. They come with a large amount of variety and all the panolopy of war, grafted energy cannons, grenades galore, jump thrusters for added maneuverability, grapple beams, energy scythes, there's no field of war where they can be found lacking. They are perhaps, the perfect soldiers. Now if only they weren't also some of the most evil beings in the universe. Some of them carry "D.G.E.Ds" which pump dark glass into their systems, giving them massive physical boosts and charge up their weapon and armor systems up something fierce.
Tombstone's notes: The midsection is the least well armored point of their bodies, so once their shields are down you really should go for those. Urtraghians come in armored, shielded, advanced, assault, and aero modes and any combination of such. Shielded ones carry large energy shield projectors that while invulnerable, can be ripped away from them, armored ones carry basic added on armor that is more vulnerable to physical attacks than energy based ones, advanced pirates are impervious to energy attacks but vulnerable to physical ones, assault pirates have it in reverse, and aeropirates carry highly advanced jet packs.
Armored tactical carrier: Small scale carriers utilized by the Hierarchy, the ATC is armed with dual tri-beam cannons, missile banks, an energy bomb generator, and a number of anti-personnel turrets, as well as space to carry in squads of Hierarchy infantry directly into battle where the larger vehicles developed by the Jiralhanae or the Zolkri dare not tread. These vehicles are so heavily armored that only the frontal vent is really vulnerable to attack.
Dagger class interceptor: While seemingly unbalanced, the interceptor, with an identical armament to the ATC, is extremely fast and accelerates extremely quickly, capable of going faster in a straight line that virtually any air or space craft I've ever seen, and it's armor and shielding isn't too shabby either.
Rampagers: Urtraghians mutated by Dark Glass, much like the Tallonian Elites, the Rampagers are much stronger and tougher than their unmutated kin. They carry shockwave generators, a dark glass beamer, shoulder orb launchers, and the ability vomit out massive rivers of Dark glass infused liquid that is both very corrosive and ungodly radioactive.
Urtraghian Commandos: The best of the best, given the finest mutations, genetic alterations, cybernetics, power armor, and weaponry that the Confederacy can give, Urtraghian Commandos considered bar none some of the finest soldiers around. They can teleport, engage in shadow pirate cloaks, are virtually covered in weapons, and no absolutely no fear. They are post-human warriors in every sense of the word.
Tombstone's notes: It may be possible for a high frequency beam to pierce their dark glass based armor, but I've yet to encounter such a weapon.
Asborean: Actually worm-like creatures wearing mechanical suits of armor, Asboreans are extremely durable and difficult to take out, and can retract their limbs to slide against surfaces with extreme speed. Their entire bodies can function as weaponry, with matter disrupting claws and an energy sheathed tail, but they are also fond of rapidly spawning their young and using them to attack and allowing them to eat their opponents and mature into fully grown asboreans, where nanomachines on them will grow their armor suits around them.
Phantoons: Massive collections of psychic energy made solid, Phantoons are colossally potent psionic entities who can act on incredible if variable scales. Energy parasites, Phantoons draw energy and strength from virtually anything they can, though until they reach a certain point they are vulnerable to light. They also tend to be very physically powerful and can call upon Ghost fire as well as hand like constructs made out of psychic energy.
Kyrtians: Mechanical fighting machines, Kyrtians are equipped with twin lightning orb casters, three tesla coils, and great strength and shielded arms as well as highly potent kicks, electrical energy, and a powerful bite for usage in melee. Kyrtians are very potent Electrokinetic robots that also possess a degree of control over magnetism, allowing them even greater threat level.
Urtraghian Jolly Roger Drone: A cheap and expendable sort of attack drone with twin rapid fire energy pulse guns, Jolly Roger drones, while shielded and armored, are quickly and easily dropped, but are highly maneuverable and can prove to be overwhelming in larger numbers.
Crawl tank: Drones that can go from the size of your fist to as big as a habitat walker, Crawltank weaponry is heavily variable, but the primary one is always the massive central optic cannon whose energy output (or even physical slugs) can be changed depending on what is needed. Crawltanks command swarms of crawlmines, which run after something and explode in their faces.
Sentry drone: More heavily armed than the Jolly roger drones, Sentry Drones can range from the size of your torso to fighter jet sized. At first seeming small and harmless, Sentry drones then proceed to unfurl two very powerful repeater cannons, electronic warfare suites that disrupt scanners, and immensely powerful repeater cannons that can blast through nearly any target.
The Milbot Empire
Glitch's old foes and a recent addition to the Hierarchy, the Milbot Empire consists entirely out of mechanical life forms and as such, were considered prime choices to fight the Thoughtsin outbreak on the first MARATHON ring. Sure the ground pounders were pretty stupid, but the Milbots bring ridiculous amounts of firepower to the mix. Note that the Milbots have had other groups of mechanical life stapled into their group. They bring in versatile units and a large number of vehicles to the Hierarchy, meaning that they're often the core of armored assaults.
Tactical mils: Once called grunts before being renamed to avoid confusion, Groundpounders are pretty stupid as far as basic infantry go, and when not monitored tend to panic hilariously when things go south, but they don't feel pain, they pack powerful grenades and can carry any one of the guns Glitch does, though not quite as powerful, each variety of Groundpounder is color coded according to their weapon. These include
- Blues who carry mining lasers for basic all rounder flavor that can be charged up for extra damage.
- Whites who carry the Toaster flamethrower which is hot enough to flash melt Tungsten.
- Reds who carry the S.P.E.W rapid fire gauss projectile gun that spits out metal death at obscene rates and can saw through heavy armor.
- Cyans who wield autoguns that fire railgun rounds at high rates.
- Pinks who carry deadly grenade launchers that can be fired over defensive fortifications
- Silvers who carry Gyrojet guns that fire large projectiles for very heavy damage per shot.
- Purples who carry Plasma cannons to fire deadly miniature suns at their foes to melt through heavy armor
- Oranges who carry Meltas which fire lances of molecularly excited gas that sear at incredible temperatures, melting through just about any form of protection at short range
- Light Greens who carry rocket launchers that can fire krak or frag rounds
- Dark Greens utilize graviton guns which utilize a target's mass to crush them. As a rule of thumb, the more armor a target is wearing, the more vulnerable they are.
- Browns who carry those damn rivet guns.
- Yellows who carry rippers.
- And blacks who carry lethal automatic scattershot guns.
Being upgraded with shielding has according to Glitch, made them more formadible.
Storm mils: These aren't people you'd want to mess with. With devastatingly powerful and lightning quick power blades on it's hands and feet, and two twin mining laser pistols, as well as very powerful servomotors for extremely fast and hard hitting attacks with their limbs and a powerful thruster suite that combines rockets, repulsors, and anti-gravity systems to let them fly and jump around with incredible grace. Some prefer axes rather than swords for better cutting power and more hitting strength at the cost of lower speed, while others prefer mauls for greater hitting strength at regular speeds at the cost of armor penetration. The mining laser pistols can be swapped out for other basic or special weapons.
Mil Titan: Equipped with shockwave generators in their feet, jump systems to allow them to get up on high, two massive gatling gauss cannons, two deployable tri-missile launchers, twin mining lasers in it's optics, twin toasters in it's mouth, this thing is just made of guns. The weapons can be interchanged with anything else the Mils can access, but the Standard version is already immensely durable and intensely well armed.
Milbot Guardian: Big, mean, hella fast, very agile, durable, strong, and well armed, Guardians are extremely elite. The standard grade comes with a power halberd that cuts through pretty much any matter that can be replaced by glaives for more speed at the price of armor penetration, large power swords for better deflection, flachions for more and faster strikes, staves for better ranged damage, pikes for greater damage on the charge, chain fists that not only go through armor but devastate vehicles, or replaced with thunder hammers for extremely heavy damage, and fires forth a scatter laser, powerful shielding, mining lasers in it's optics, extremely powerful limbs, power claws, a deployable arm shield that both deflects most any attack and can be used to bash for very heavy damage, multiple thrusters to allow for super-powered le parkour stunts
Milbot Snipers: Capable of flight, sticking to any surface, active cloaking, and carrying powerful two twinlinked null rays, quadlinked Energon battle pistols, and shield arms, Snipers can be found swarming on any crevice or corner for deadly ambushes from afar and up close, constantly moving from firing platform to firing platform to keep up the pressure and can also fire down from the skies. .
Milbot decimator: Carrying a much larger version of the guns that Tacticals use, Decimators well...decimate. Their guns can include
- The Gyrojet cannon shoots out streams of rockets that are first shot out of the gun normally then have their rockets kick in for far more speed, with lethal warheads and a rate of fire to be feared, which can scythe down large numbers of infantry,
- The Nucleon shock cannon fires powerful missiles that can come in Anti-tank krak or anti-infatry frag formats.
- Heavy S.P.E.W cannons which fire colossal amounts of gauss rounds every second
- Heavy-plasma cannons, firing miniature suns that unleash miniature supernovas on detonation, perfect for destroying heavily armored infantry
- Heavy scattershots which introduce spreadshot death in the forms of virtual clouds of metal
- Mega-toasters that burn with absolutely obscene temperatures,
- Multi-meltas, letting loose streams of impossibly hot excited gas that melts through just about any armor, at close range of course
- Heavy-rippers: Which fire a trio of massive saw blades that can easily cleave apart bodies and chew through most any form of armor
- Heavy rivet guns which rain death from afar with huge magnetically propelled arrow like projectiles that lodge themselves in before detonating like more potent but much slower firing gyrojet cannons
- Ultra mining lasers which shoot a single massive beam of supercharged particles riding a series of large lasers to punch through single targets at long range, or
- Auto-Cannons; which fire large shells meant more for vehicles at automatic though not quite at Gyrojet cannon levels.
- Graviton cannon: Larger, more rapid firing graviton guns, these are the bane of heavy infantry and vehicles everywhere.
Aeriel mil: Rapidly flying strike fighters, Aerial mils carry four decimator weapon slots, two tactical weapon slots in the rear and has a bomb generator and can use any of them to deadly effect.
Milbot predator: Extremely deadly ground attack craft, these carry six decimator weapon slots, six tactical weapon slots, a very powerful frontal laser/supercharged particle beamer up front, vectorable thrusters, heavy armor and shielding, and a bomb generator
Milbot Snerq: An armed transport craft, this vehicle clears the way with four swivel mounted decimator mounts and eight ball mounted tactical mounts while dumping out infantry or singular vehicles onto a battlefield, ignoring seemingly impossible amounts of punishment.
Milbot Shatterstar: The Milbots bring in quite a lot of air power into the mix, with all of their troops at least having thrusters for double jumping and making jumps, while also being capable of being outfitted with true jump packs and thrusters. The Shatterstar is yet another of the Milbots' Additions to the Hierarchy air force. Armed with three bomb generators, a pair of missile/torpedo tubes, and only two decimator mounts, Shatterstars are very lethal to large and slow moving targets.
Milbot sentinel tank: Large double barreled main battle tanks, the Milbot sentinel carries two mega-decimator mounts, two devastator mounts (deployed from the sides) and six tactical mounts, two in the hull, two coaxial, and two on top as pintle mounts. Utilizing anti-gravity technology, Sentinel tanks simply float past most obstacles.
Milbot R.A.T: THe principle armored ground transport of the Hierarchy, the R.A.T carries a single decimator mount, a trio of tactical mounts and fireports for infantry inside. Amphibious, durable, very fast, and with space compression technology to fit in more enemies than it should, the R.A.T is a ubiquotous sight in wars against the Hierarchy.
Tombstone's notes: The vehicle is very difficult to flip over, or at least keep flipped over, having special thrusters to flip itself back into position to continue the assault.
Hydrobots are the Mil's contribution to their sea-warfare platform. Ranging in size from "large snake" to "watch me strangle this aircraft carrier ma", Hydrobots are quite basic, power weapon at the front, power weapon at the back, and two automatic weapons for some ranged firepower.
Tombstone's notes: There's not really much to say about hydrobots.
Milbot Marauder: With four twin linked mega-decimator mounts, twenty four tactical mounts, eight decimator mounts, and deadly claws to deploy in melee, the Marauder is a staggeringly lethal artillery platform that can also function as a mainline vehicle, mobile fortress, and anti-aircraft gun. Getting in one of these thing's sights is a wonderful way to get utterly massacred by the resulting barrage of firepower.
The Reclaimers of Charybdis
One of the ancient Elder Races, the Charybdis seem to work with the Hierarchy out of spite for the Masari and their legacy. While they need support armor to truly fight against us more solid creatures, the ones we fight are not their true forms, but are in actuality just bio-mechanical drones they throw at us to test us. It's my personal belief that the Charybdis evolved on an ocean world given that the closest earthly analogue to them is a Jellyfish. As a note, the Charybdis seemed to be universally impervious to the thoughtsin's infection.
Stalkers: Stalkers are rapidly flying Charybdis soldiers that carry MOACs, which freeze up portions of the atmosphere and fire them at hypersonic velocities, MOARs which drain heat down to extremely low temperatures to act as freeze rays, and four matter disrupting claws that can gut through armor, as well as potent anti-gravity systems and thrusters that let them fly at will.
Killers: Larger versions of Stalkers in every way, not only do they carry MOACs and MOARs, but also singularity cannons, which as it says on the tin, fires black hole projectiles programmed to absorb a certain amount of mass before exploding to release all contained energy, effectively slapping everything in a pre-determined radius with E=MC^2d to death. Fast, shielded, and well armored, these flying craft are part of why the Hierarchy are so good at maintaining air supremacy.
Hunters: Charybdis Hunters are massive vehicles equipped with two MOAR freeze rays, four Near absolute Hot energy cutter beamers, a singularity cannon, and Smart missile launchers all on a terrifyingly powerful chassis that seems to give absolutely no damns about anything in it's path.
Warriors: Small space ships that decide to grace the battlefield with their all powerful presence, Warriors bring six large MOAC cannons to slaughter foes with frozen shards, a huge MOAR ray to freeze entire portions of the battlefield, six near absolute hot repeater cannons to incinerate anything they can, a near absolute hot beamer to fry anything it sees, Smart missile launchers for even more death and destruction, and twin massive singularity cannons on it's wings along with powerful shielding and immensely thick armor, along with high carrying capacity and a set of tractor beams.
Tombstone's notes: You're going to need some serious firepower before you can even think of taking these things on.
Charybdis ticks: Not deadly individually, in large numbers these strong, reasonably durable, and shielded drones will swarm around a target, overwhelm them, and then liquify their biomass with a special spore they can inject that also dissolves inorganic materials. They then take the slurry to processing plants to convert the unlucky S.O.B into Charybdis biomass.
Tombstone's notes: Due to their small size it may be best to just try and crush them.
Charybdis Combat Unit: Armed with a MOAC Cryo-assault rifle, cryo grenades, and lethal energy claws, the Charybdis combat unit is perhaps the tankiest out of the basic infantry of the Hierarchy with thick, powerful nano-armor and potent shielding.
Charybdis Combat Command unit: The triple Cs as they're often called, have more powerful shielding and armor as well as tougher flesh, but notably prefer Plasma SMGs over cryo-assault rifles, using the extreme heat and electrical charge of their rapid firing weapons to devastating effect while meeting foes with lethal plasma grenades and energy cutting melee weapons.
Charybdis Assault Units: Preferring massive, long power blades to ranged weapons, Charybdis Assault Units are remarkably like Shadow Pirates, though somewhat more durable with more nonstandard body shapes. In addition, they do not always function in stealth mode, seeming to switch between an armored mode for maximum durability and stealth mode for hiding.
Charybdis Assault Commander Unit: Everything that applies to triple Cs and their more lowly counterparts is the same concerning the relationship between CACs and their normal versions.
Charybdis Devastator units: Armed with either plasma gatling guns or Cryo-autocannons and massive missile launchers that can contain either extreme cold or extreme heat warheads as well as immensely thick and powerful shielding and armor, Devastators are also extremely strong and durable, being far in excess of Blighters and surpassing even Elites and Rampagers. Luckily they do slot well into a very brutish fighting style.
Tombstone's notes: They are capable of using their missile launchers as shields, and even if you hit their exposed flesh, it takes an almost absolutely absurd amount of punishment to drop them.
Charybdis Guardian units: Combining and enhancing the strength, firepower, and durability of devastators with the speed, agility, and stealth of assault units, Charybdis Guardians are the elites of the Charybdis infantry corps, while also bringing in potent psionics into the mix. Guardians will butcher you at any range and their armor and shielding is absolutely top knotch.
Charybdis gunships: Armed with a set of plasma chain guns, MOACs, a MOAR and an array of missile launchers, Charybdis gunships are immensely potent fire support units that can also engage in dogfighting easily. They're highly maneuverable, well armored, and extremely well shielded. And can gut a formation if not slowed down or stopped.
Charybdis Dropship: Identically armed to the gunship, though larger so as to be able to function as a transport, the Dropship prefers to drop down pods of enemy infantry, only lowering itself to bring down vehicles.
Charybdis heavy drop ship: With three times the armament, more armor, and greater carrying capacity, the Charybdis heavy drop ship goes wherever it damn pleases to vomit out a large number of soldiers and lay down absolutely blistering fire support.
Pinger: A massive alien tripod, the Pinger has the same armament as the Gunship, with the addition of a triple set of the same missile cannons the Devastator uses, an an extremely powerful combination EMP sonic pulsar device that fries machines and organics alike when they receive the pulse, giving it the nickname of pinger.
Charybdis Support Units (Reavers): Using slower firing but harder hitting pinch rifles plasma rifles than Combat Units, Reavers provide longer ranged fire support with their plasma weaponry, while their hardier armor helps them stay in the fight longer as they lay down vital fire support, capable of charging up their weapons to deal with armored units.
Charybdis Long ranged units (Shadows): Snipers utilizing Bolt snipers that fire massively powerful long ranged arcs of electricity that can simply melt through most forms of protection and fry most targets to death in single shots.
Charybdis Incendiery Units (Scorcher): Primarily using a jet of burning matter and energy that is within a few fractions of a degree above absolute hot, Scorchers destroy everything in sight, with even the laws of physics breaking down due to the sheer amount of heat being dumped into the system. These units, while short ranged, are extremely high level threats
Charybdis Mastermind: I hate psions. I've learned some magic to counter and dispell it, but Psionics? No, that's a different, perhaps more powerful beast. Masterminds are very powerful psions and very physically powerful, being tougher and stronger than Pingers, I've never been able to hurt one, but perhaps sending feedback to it through the puppets it can reanimate would be of use.
Alpha Charybdis: Massive, worm like monstrosities that act like massive central nodes in the Charybdis Hive mind, Alpha Charybdis are colossally powerful Psions as well as tremendously physically powerful. They carry quite an array of weapons, equalling a warrior and a heavy dropship combined, but ultimately, their psionics are far more powerful than any weapon could ever hope to be. The Peacekeepers themselves don't think any of their troops short of a complete Frankenstein kill squad is even capable of fighting this without dying hilariously.
The Overseer Hierarchy
The Overseers command the most powerful empire the universe has seen since most of the Elder races withdrew from the limelight. Commanding a space over two hundred and fifty billion times the diameter of the entirety of the observable universe, the Overseers rule over more souls than the human mind can even begin to comprehend. Though seemingly reliant on servant races, the Overseers have their own personal servants. The overseers bind the hierarchy together with the promise of wiping out all the Masari touched races in the universe and beyond, leaving it free and open to them. They are the enemy, they are the foe, and we must fight them if we want to survive, human, mutant, angel, demon, this is bigger than all of that.
Zudjari outsiders: Perhaps they are close relatives of the Ethereals, perhaps they've been tied for them for so long that they just identify as part of them. In any case, the Zudjari are the military caste of the Ethereals, consumate warriors, they're the single best trained, most well equipped, and toughest of the basic infantry of any of the member states of the Hierarchy. They're ruthlessly professional and fearless, they may be the enemy, but I can't help but respect them and their equipment, shielded and armored as they are.
Zudjari Outsider Elite: Equipped in heavier power suits with stronger shielding and armed with susbtanially more potent weaponry, Zudjari Outsider Elites are fierce veterans of many battlefields who do not hesitate to scythe down their foes en masse. Not only are they fearless, but combat actually makes them happy. The more you try to scare them, the bigger of a rush they get, making demoralization not only useless but counterproductive.
Zudjari outsider commander: A step above the Elites and the superiors of even Urtraghian Commandos, though not quite possessing the raw power of Muton Elites (although they are faster) Outsider Commanders are gruff and consumate professionals with an innate and total understanding of war. There's no way to frighten them, not even supernatural means do anything to make them know fear. And their abilities are monstrously superhuman.
Tombstone's notes: They're lethal at any range, their helmets provide great vision, and their tech is top notch. I'd actually like to speak to one if they weren't out to eradicate our species and all like it from the universe.
Reapers: This bipedal carnivore has powerful jaws and a voracious appetite. It has a number of brain implants which are used to control its activity. The primitive predatory instincts of this creature are of little use except to terrorize and destroy. Tombstone's notes: The Reaper contains two 'brains' and two 'hearts' which allow it to function even when heavily wounded.
Celatid: This life-form has the mysterious natural ability to float through the air. It appears to detect human brain waves and will move towards a human target even if well hidden. Once a target is detected the Celatid lands and fires small globules of extremely corrosive venom. The creature has the ability to clone itself at an alarming rate.
Silacoids: Blobs of nanites that attack by replicating out of control, consuming everything they touch, Silacoids can potentially cleanse entire planets by themselves as they swarm forth like a carpet. Capable of manufacturing any and all other hierarchy machines and equipment, it's possible that Silacoids could even create organic life. In combat they can leap surprisingly great distances, break down their target into it's constituent particles, and then create anything their commanders desire.
Bio-drones: A Zudhari design implanting a brain into a cyber-suit, the Bio-drone acts as a powerful melee grappler also capable of generating and manipulating enormous currents of electricity to do it's damage. Bio-drones furthermore also pack formidable psionic capacity to add to their threat level, making them priority targes to eliminate, though they can range from being mere annoyances to being able to actually give some pause to the primalborn.
Tombstone's notes: The flesh you see is actually nano-engineered carbon structures.
Titans: A terraforming device also capable of being used as a weapon, Titans can fire a powerful matter reformatting beam that converts all mass it comes into contact with into something more suited for the Zudjari to inhabit, killing any organic life and destroying the ecosystem in a localized area. Titans are obscenely durable, and carry a great deal of plasma weaponry and shielding to protect them in between shots.
Tombstone's notes: Generally speaking, the central part of the Titan is the most vulnerable.
Meta-crusher: Designed to combat and stop meta-humans, Meta-crushers come with an array of abilities and highly adpative femto-technology that rapidly alters itself to formulate the most suitable counter for a given ability and the best way to exploit a weakness. Huge and tremendously strong and durable, Meta-Crushers represent an asset so important as to be cast from primary adamantium as a low end and strong enough to kill Frankensteins in single blows.
Tombstone's notes: Grand Overseer Mu is never seen without a guard of Meta-Crushers with him at all times.
Ethereal scout: The only feasible way for earth's planes to take on one of these would be to arm itself with nuclear missiles, and even then the chances of victory would be incredibly slim even if the earth jets outnumbered the scouts a hundred to one. Armed with powerful plasma, EMP, Lasers, and cryo cannons, the Scout is fast, well armored, sleek, and can carry a lethal payload of aliens from place to place.
Abductor: Another in a long line of small warships that decided to hang low to the atmosphere, the Abductors are armed with four times the armament with several times the carrying capacity of the smaller scouts, and are fond of using teleport beamers to wreak havoc on their foes. They're well armed, armored, and a threat to both ground, air, and space forces.
Overseers: The big cheeses of the entire operation. Overseers are an ancient species far more advanced than we are, who's minds are so advanced that they can sustain themselves entirely through psionics, which means that their muscles and organs have atrophied, no longer being needed since their minds can do all the work. I've never seen or fought one, but I can only assume that they are monstrously powerful Psions, given that even across countless quintillion light years, they could still flense the mind of a Frankenstein as long as they had a visual.
The X-COM initiative
My initiative is to form an international organization capable of fighting not only the Hierarchy, but all extraterrestrial or dimensional menaces on our terms, not those of the Peacekeepers or any supposed allies from beyond the Earth. This initiative, I plan on calling X-COM, as our enemies are unknown. Given the nature of the threat we face, all are welcome, and I don't care if you're human, mutant, demon, alien, or gribbly monster from beyond the stars. Just as long as you can prove you have Earth's interests at heart.
This is all I can say of my proposal for now, but I think that given funding, X-Com can make a real difference in the fight to protect our planet from the threat without that threatens to destroy everything those who have come to love it have worked for. This will be an organization much bigger than the question of which species of the Homo genus you're from or what country's flag you fly. This is about the planet, not your species or nationality.
Our objective will be to study, counter, and learn from the threat posed by creatures from beyond the planet. To make the unknown known and to act in the interests of the Denizens of Earth. I'm already looking for recruits and turning the resources of myself and my allies towards creating the X-COM initiative. The Alien is more advanced than us, stronger than us, smarter than us, faster than us, but if they come to our planet, we're going to open up our special can of ass kicking on E.T's Xenos behind until he goes crying back to whatever hellhole of a planet or dimension he came from.