Difference between revisions of "Arachnid Empire"

From Starship Troopers RP
(Arachnid Castes)
(Replaced content with "#REDIRECT Category:Arachnid Empire")
 
(5 intermediate revisions by the same user not shown)
Line 1: Line 1:
Arachnids, or pseudo-arachnids, are humanity's greatest enemy by far. Their defining trait is the ability to manipulate the genetic code of the offspring, creating new kinds of bugs - adapting to SICON's tactics and weaponry. {{Enemy|Name=The Arachnid Empire|Image=Arachnidflag.png|type=Extraterrestrial|Status=Active|Homeworld=Klendathu|Homesystem=Klendathu System|Established=Unknown|firstencounter=2199}}
+
#REDIRECT [[:Category:Arachnid Empire]]
 
 
== History of the First Bug War ==
 
The beginning of the Arachnid War was capped off by encroachments within the borderzones of a species observed but otherwise ignored by the Federation as too primitive to be of any threat. The Council at the time had believed that the Arachnids were parasitic but not dangerous enough to warrant response aside from horde culling.
 
 
 
After several notable raids on human frontier colonies within the "territory" of the Arachnids, action culminated in the very first responsive measures declared by the Council, otherwise referred to as "police actions". In theory, these were mass culling operations. In practice, it was generally warfare all but in name. The first engagements were only limited to defensive measures and clearing of frontier colonies which had been infested. These actions eventually disturbed the collective hive mind of the pseudo-arachnid enough to warrant massive escalation.
 
 
 
The destruction of Buenos Aires was completely unexpected due to intelligence failures and a complete lack of interest by scientific circles towards the sub-castes of the Arachnid species. No dedicated efforts were previously made to thoroughly research the Arachnid aside from workers, warriors, and chariot bugs. After the destruction of Buenos Aires, the Council formally voted to declare war. Sky Marshal Dienes immediately ordered two million men total, mostly support and logistical personnel, to the Klendathu system. Within 6 months, the attack was prepared. Several armies across Federal space were clumped together to form Army Group Klendathu, a loose amalgamation with several overlapping jurisdictions and a logistical nightmare. Among the divisions within their respective armies and corps was the famed 1st MID, formed entirely of career soldiers. The 3rd Fleet would transport the majority of Army Group Klendathu with several elements of the 4th and 5th Fleet.
 
 
 
In total, ~4 million personnel were to land on [[Klendathu]] on several pivotal "security points" in order to establish a beachhead for further horde culling. The initial plan was to wage aggressive conventional warfare initially and then settle in defensive positions. The first six hours were planned extensively and meticulously - each unit was assigned a specific objective, specific point to reach within a time frame, and specific amount of ordnance at minimum to use in order to attract response. In most cases, these objectives were never even reached. A further 2 million were to land after a week.
 
 
 
The ignorance of Dienes' intelligence ministers at the time prevented an adequate amount of research to be performed - particularly in regards to plasma castes, which with further research would be discovered to be able to calculate orbital trajectories for their plasma bombardments and through telepathy direct their plasma bombardments more effectively than conventional gunners. 
 
 
 
After meeting at a brown dwarf on the outskirts of the binary star system, the combined assets assembled in far orbit of [[Klendathu]]. Upon the orders of Sky Marshal Dienes through tachyon communications, attacks were commenced. Upon approach, massive direct plasma bombardments destroyed lightly-armored corvettes and heavily damaged several support vessels. Two Mobile Infantry Divisions were completely destroyed before even disembarking. 
 
 
 
Within 30 minutes, around 700,000 troops were dumped off of their dropships from corvettes. Already, around 70,000 troopers had been declared dead. Several Mobile Infantry Divisions were wiped out entirely within minutes by plasma castes and massive numbers of arachnids. Within the first ten minutes, approximately 25,000 ground troops had been slaughtered, 100,000 troops died in the first hour alone. The Battle of Klendathu in total lasted for five hours, but many divisions retreated on the same dropships they came in on, ignoring orders to stay and fight. In total, eight total divisions were annihilated and failed to report back to Battle Station Ticonderoga, including the 1st Mobile Infantry Division. Several dropships left the atmosphere of the planet only to discover the ships that had been waiting to receive them were gone or destroyed. In the frantic attack and retreat phase, many dropship pilots simply ran out of fuel attempting to find vessels to land at. They were stranded in space. The last division to pull out of Klendathu consisted of nine men on a single dropship, the senior-most person aboard being a member of the division's first regiment, a Private part of the first echelon, and therefore in command due to laws of succession.
 
 
 
A popular anecdote commonly used by opposition can be quoted by Captain John Murphy of the 99th Mobile Infantry Division during his publicized courts-martial,<blockquote><small>"When we touched down on the desert floor in our LZ, we had arranged in a semi-circle pattern with the dropships so we could disembark as a crowd easier - strength in numbers, as we were taught. Instead of disembarking, the vessels across the way fell victim to arachnids tearing through the armor of their boats like a steak knife to butter. We could hear the crunching metal from inside our ship. They sliced their way through the crowds of men who ran out from the open off-ramps and the holes they had just freshly tore in the sides of the boats. The tearing was what most of us remember - the noise of them clawing through the crowds. Then it would rain, you know? You'd find some red muck in your hair after the battle and try to think it was jam or something. That sticks with most of us. Our pilot just took off - I couldn't stomach shooting him, everyone that day was retreating."</small></blockquote>Several tactical retreats were ordered within the first five minutes out of necessity. However, from what little ground forces remain, approximately 250,000 troops, they fought for five hours. Typically longevity correlated with combined arms and height advantage. By the fifth hour, only around 25,000 soldiers remained on the surface of Klendathu with untold amounts of wounded and missing. 
 
 
 
After the final general retreat signal was sounded, vessels regrouped at Fleet Battlestation Ticonderoga. A period of two weeks was used to regroup and discover the aftermath. Of 900,000 total soldiers who managed to disembark at Klendathu, 514,354 casualties were reported. Less than .005% of which were wounded and recovered. Fleet personnel in orbit suffered 300,000 collective casualties but was not reported on or recorded as heavily due to the failure to keep statistics and interest in public safety. 
 
 
 
The failure of Klendathu resulted in Sky Marshal Dienes resigning three days after. [[Military Intelligence]] in the months to follow would establish the Brain Bug Hypothesis, a turning point in the conflict. Many minor engagements which resulted in defeats were recorded but not often reported. Within 3 months of the defeat at [[Klendathu]], [[Zegema Beach]] was destroyed.
 
 
 
The failure of Klendathu can thus be attributed to the following factors;
 
 
 
Consideration of the Arachnid species as "pests" rather than a valid threat
 
* Failure to diagnose the extent of Arachnid territory
 
* Lack of planning
 
* Lack of combined arms
 
* Reliance on numbers
 
* Incompetence
 
 
 
== Expansion ==
 
Throughout the history of the Arachnid species, their survival has depended chiefly on one factor – more than evolution, more than power, more than skill.  Sheer numbers. It is often assumed that the fact the Arachnids survived and became such a mighty evolutionary dreadnought is due mostly to the bugs’ astounding ability to expand, multiply and reproduce.  
 
 
 
An Arachnid colony is pre-programmed to expand and conquer the environment at any cost.  Should the growth of the community find specific challenges, such as extreme cold, unsuitable terrain or other inherent dangers, the colony immediately adapts to breed the sub-species required to overcome adversity.  After the problem has been dealt with, the colony continues its advance over the planet’s surface, until it has taken over the entire world.  
 
 
 
The Arachnids continue to spread through the galaxy via the scattering of colonies. Typically, a small colony is created from the eggs and bugs carried on spore or within a transport bug. The colony grows and spawns more colonies. When several colonies have been created, the strongest will grow and absorb the others, turning the entire planet into what is effectively a single Arachnid colony, though it will have several nodes and strong points made from former colonies.  This colony will then emit spores to create new colonies among other planets in the system before fi nally developing one or more transport bugs to carry the Arachnids to new stars.  
 
 
 
SICON measures the power and influence Arachnids have on any given planet via levels of infestation. Arachnids depend on numbers and expansion for survival, so the larger and more populated a colony, the greater the level of infestation and the stronger the Arachnids’ dominance over the planet. There are three levels of Arachnid planetary infestation (Infected, Compromised and Bug Central), which is known as the Arachnid Infestation Index (AII code).
 
 
 
== Arachnid Infestation Index (AII) ==
 
The presence of Arachnids on a planet is classified by SICON with the Arachnid Infestation Index (AII). There are three levels of Arachnid planetary infestation, which defines how long the Arachnid presence has been expanding across the planet – they are divided into Infected, Compromised and Bug Central.
 
 
 
=== Infected ===
 
A planet is considered ‘Infected’ when there are one or more Arachnid colonies on its surface and they are just starting to expand. Native species, if any, are still dominant on the world and the presence of Arachnids may still be undetected.
 
 
 
==== <small>Phase One</small> ====
 
Arachnid infestation of a planet begins here. Spore capsules or a transport bug arrives on the planet’s surface and the Arachnids begin to expand their areas of control. Detailed analysis of the planet’s surface can detect the presence of bugs by discovering small patches of devastation near their landing site. However, it can be quite hard to find the Arachnid presence and much harder to locate their small colonies.
 
 
 
==== <small>Phase Two</small> ====
 
The first couple of colonies have matured and begun to spread their influence, aiming to expand quickly before the world is alerted to their presence. The first Arachnid warriors and workers are already making increasingly daring raids on the environment, identifying the dangers in the ecosystem, including rivals among indigenous life. The first brain bugs appear, their individual growth closely linked to everything they learn and assimilate from the surrounding environment. If a dangerous life form is identified, its habits, strength and weaknesses are assessed and studied by the brainbugs, so measures can be taken to reduce their power (such as attacking their food sources or giving specialised abilities to future warrior bug swarms).
 
 
 
==== <small>Phase Three</small> ====
 
The presence of the Arachnids becomes more perceptible. The most dangerous native species has been identified and systematically slaughtered. Wholly devastated ecosystems become more evident in small areas, which is primarily what makes the presence of Arachnids more obvious. 
 
 
 
=== Compromised ===
 
A planet is considered ‘Compromised’ when several colonies are present, to the point the Arachnid presence cannot be ignored any longer. The colonies have begun to breed specialised orevolved sub-species and environmental damage can be seen from space. All of the Arachnids’ main contenders in the food chain have become a target for constant harassment, to the point of extermination.
 
 
 
==== <small>Phase One</small> ====
 
At this point, colonies are capable of expanding very rapidly. Attacks on other life forms have multiplied and the planet’s ecosystem has been irreparably altered.
 
 
 
==== <small>Phase Two</small> ====
 
Now comes the last onslaught on the planet’s strongest species, after which the Arachnids can proliferate freely without interference. Devastated areas have extended so much that entrances to Arachnid colonies can be found with relatively little effort. 
 
 
 
=== Bug Central ===
 
‘Bug Central’ is a planet completely dominated by Arachnids, its natural ecosystems virtually eliminated and its landmasses occupied by colonies.
 
 
 
==== <small>Phase One</small> ====
 
Most other life forms have been eliminated from the planet’s surfaces. Devastated zones are becoming larger than non-infested areas.
 
 
 
==== <small>Phase Two</small> ====
 
The majority of the planet’s surface is devastated, merging into a single ever-growing Arachnid colony, resembling Klendathu more as time passes.
 
 
 
==== <small>Phase Three</small> ====
 
The surface of the planet is a wasteland. Nothing remains of the original ecology and the only organic landscape features are Arachnid colonies and swarms of bugs on the land and in the sky. By the end of phase three, there is effectively just one giant colony, all others having merged into this one.This colony is a single, immense network of underground passages connecting the entire planet. At least one queen bug will almost certainly have beenbred by this time. After phase three has been achieved, spores and transport bugs are sent to nearby planets, which continues the process of Arachnid expansion across space.
 
 
 
== Arachnid Castes ==
 
Below lies a list of all Arachnid sub-species currently known to SICON.
 
 
 
=== Soldier Bugs ===
 
The soldier bugs category comprises all subspecies designed mainly for combat, including warrior bugs and all known variations.  Soldier bugs are those charged with attack and vigilance tasks.  They have the ability to recognise enemies of the hive through their chemical odour, warning the colony so the brains become aware of the threat and begin issuing orders to counter it.  During long periods without war, most soldier bugs undertake hunting or scouting roles, though some of the more specialised breeds (such as plasma or blister bugs) have literally no use at all beyond warfare – this is one reason why they are comparatively rare compared to warriors.
 
 
 
==== [[Arachnid Warrior|Warrior Bug]] ====
 
{{Infobox Start}}<div style="font-size:9px; margin-left:auto; margin-right:auto;">'''Warrior bug'''
 
[[File:warrior.gif|frameless]]</div>{{Infobox End}}[[Arachnid Warrior|Warrior bugs]] act as infantry within the immense armies of the Arachnid Empire. They can be bred quickly and with ease - the process that provides a fully grown warrior bug to the hive from a mere egg takes just six days. They have no fear, or any feelings or desires outside of serving their queen or the brain bug. The warriors can survive in very harsh environments, including the vacuum of space. They can also climb vertical surfaces, or burrow deep in the sand. Overall, it is the enemy the regular infantrymen should not underestimate - and above all, remain outside of the melee range as bugs are absolutely deadly in close quarters combat. 
 
 
 
==== Tiger Warrior Bug ====
 
Tiger Warriors are a stronger variant of the regular Warriors. They are much more agressive and have chitinous armor plates that provide them with protection against bullets. They take longer to breed than Warriors. Despite the tigers being somewhat elite troops among the arachnids, they fight alongside them and seemingly serve no separate role within the hive, like the Pathfinders do within SICON. 
 
 
 
==== Water Tiger Bug ====
 
A deviation from a rippler bug, these bugs are able to navigate the depths with ease. Those bugs are a common sight on the planets where bug colonies have access to water. The paralyzing venom of a Water Tiger is another tool the bugs use to take prisoners, though usually the troopers caught by the tiger are murdered and the bug quickly moves onto the other.  
 
 
 
==== Rippler Bug ====
 
Rippler bugs are flying bugs similiar to Hopper bugs, except they also possess an ability to swim underwater and shoot venomous spikes from their mouths. The spikes themselves exude a corrosive venom which burns the flesh and melts down any equipment it comes into contact with. Generally attack in swarms, and rarely alone due to their small size and vulnerability.
 
 
 
==== Hopper Bug ====
 
Believed to be the second most numerous combatant after the warriors, Hoppers can be found in nearly every colony. Essentially a Warrior with wings, Hoppers are able to fly, and maintain such great speeds it allows them to keep up and attack the dropships of the Fleet, or TAC fighters. Hoppers can be devastating against ground forces, often leaping down from rocks or diving in from the skies, slicing troopers apart at great speeds, or even decapitate anyone not keeping their head down. When massed in great numbers, they're able to effectively deny any air support the MI might get. 
 
 
 
==== Firefly Bug ====
 
 A variation of Hopper Bugs, Firefies are essentially Hoppers with the ability to breathe fire in the fashion similiar to Tankers. The sticky burning liqiud melts troopers down and sets structures on fire with ease - troopers must be vigilant and exercise extreme caution when dealing with Fireflies. 
 
 
 
==== Cliffmite ====
 
Cliffmites are bugs that fill in the role of snipers. Often found latched onto rock formations, cliffmites swallow pebbles and stones, heat them up, and fire at the MI at extremely high speeds. Most of the times, it's lethal - headshots especially. Cliffmites can also dig into the rocks to ambush the MI, or cut apart lizard lines and hooks if they can reach them. 
 
 
 
==== Tanker Bug ====
 
Tanker bugs are the main assault sub-species used in frontal attacks. They're strong, and well-armored to such an extent that Morita rounds simply bounce off of its thick carapace - usually it takes a volley of rockets to pierce through the armor, and an additional salvo to take it out. Tanker bugs are known to be able to tunnel and burrow themselves beneath the sand, laying ambushes for the MI or joining the warriors in their surprise attacks. Additionally, tankers can launch a stream of highly volatile chemical which is ignited by a self-generated electrical charge at the base of its mouth. Said stream is able to melt down flesh, armor, weaponry and fortifications fairly quickly. Arachnids also use Tankers that aren't fully grown as walking flamethrowers; their armor is considerably weaker and the acid they spit is less potent: it will cause severe burns in most cases instead of killing the victim outright. Those tankers are called Infant Tankers, or baby tankers.
 
 
 
==== Plasma Bug ====
 
Plasma bugs are the artillery of Arachnids. They have a large abdomen within which a plasma ball is formed, and then discharged toward the orbit. The strength of one plasma ball is big enough to redirect an asteroid, or cause severe damage to a battleship - a lucky hit can even slice it in half. Dropships and even full TAC squadrons caught in the balls are vaporized instantly. By using a smaller charge of plasma, the bug can fire it in an arc onto the ground at a range of one to five miles, thus enabling the possibilities of artillery strikes against MI in the open and MI installations and fortifications. Plasma bugs also serve another vital role within the hive - they launch the spores and eggs into space, thus serving to expand the Arachnid Empire. Plasma bugs that aren't fully grown are used as support artillery for the attacks on the MI. They can fire small plasma balls to a relatively short distance, and spew liquid blue plasma (with the same effects that the tanker's acid is known for) at the troopers that are brave enough to approach them. These plasma bugs are called Infant Plasma Bugs, or baby plasmas. 
 
 
 
==== Control Bug ====
 
Control bugs or (charlie bravos as the MI call them) are the species of Arachnids bred with the sole purpose - gaining control over a human host. The infection generally is carried over by a control bug climbing into the body of its victim through the mouth, and then attaching itself to either the brain or the spinal cord. Once that happens, the victim is essentially dead, leaving only the husk of its body to be controlled by the bug - there is no way to remove a bug without destroying what's left of the victim in the process. Since it's extremely hard to tell apart the normal human from the host of a control bug, there're a few things the troopers should pay attention to:
 
* addiction to sugar
 
* stuttering, especially stuttering that progresses with time
 
* deterioration of the physical body (blackened skin, reddened eyes)
 
* damaged, scratched throat or mouth (on the inside)
 
Psychics are also able to feel the presence of a control bug by interacting with the host. 
 
 
 
==== Rhino Bug ====
 
Rhino Bugs is a surprisingly fast Arachnid that attacks the enemy and tramples or rams them to death, or gouging it with its huge horned tusk. Their thick frontal carapace makes them invulnerable to headon and flank attacks, including rocket salvos. However, the rear is significantly less armored and is thus prone to Morita fire. 
 
 
 
=== Overseer Bugs ===
 
If brain bugs are the administrators and generals of the Arachnids, overseer bugs are its lieutenants and taskmasters.  An overseer is often found in the midst of large warrior or worker swarms, giving direct orders not possible for remote brains.  Without overseers, practical and direct command of warrior and worker swarms would bring unnecessary risk to brain bugs, forcing them into the gun sights of enemies.  A colony can spare several overseer bugs far more than it can sustain the loss of a single mature brain.
 
 
 
The presence of overseer bugs allows for much larger colonies, as their co-ordination of tasks is invaluable in reducing the workload for brain bugs.  Without the hierarchy of queen, brains and overseers, a ‘Bug Central’ sized colony would simply not be possible.
 
 
 
==== Royal Warrior Bug ====
 
Royal Warriors are one of the biggest and most fearsome enemies the Arachnids have to offer. Their size competes with the one of a plasma bug. Royal bugs are extremely tough and deadly, and nothing short of atomics or sustained fire of an entire platoon of MI - the more the better - can bring it down. Infantry is discouraged from entering a fight with royals if they're in close proximity due to its size and high mobility. Smaller, not fully grown versions of royals exist. They are called royal infants or baby royals (pictured on the right) and are nearly as deadly as the royals themselves despite their size. 
 
 
 
==== Elite Tiger Bug ====
 
Elite Tigers have roughly the same appearance as Tigers, however their armor is much stronger, and they possess the ability to spit acid. Generally, they attack from a distance but are easily provoked into a charge. Those are the most dangerous variants of Warrior bugs, and they should be respected in a fight. 
 
 
 
==== Sentinel Bug ====
 
Sentinels are bugs that are often found within the tunnels of an Arachnid colony. They pose no harm to the MI on their own, however, upon being approached, it emits a bright light, blinding anyone nearby. Warriors and Tigers that are often located in close proximity to Sentinels then move in and slaughter the blinded prey.  
 
 
 
=== Worker Bugs ===
 
These include not only worker bugs proper, but also all ‘task’ breeds with specifi c abilities, suited for a single role, such as minions, breeders and nursers.  Workers are charged with building and maintaining the colony, as well as labours of transport, foraging, storage and harvest.  
 
 
 
==== Worker Bug ====
 
Worker bugs are physically indistinguishable from warriors, which confuses most of the troopers in a fight. Their role is to construct the huge tunnels within the arachnid colonies, though they may also undertake other roles if there's need for that. Worker bugs are the source of the famed 'sizzling bacon' sound, the sound of them clawing against the bare rock and sand with remarkable speed. Worker bugs almost never attack, unless they are provoked or if the colony is so desperate, it's sending virtually everything at the MI. If there's at least one warrior bug in the nearby area, the worker bug will likely not respond to the attacks on the assumption the warriors will protect it. 
 
 
 
==== Chariot Bug ====
 
Chariot bugs, or Arkellian Sand Beetles, are a low-ranking member of the Arachnid hives. Their primary purpose is to carry Brain Bugs around, although they can often be found wandering around freely in the tunnels, near the hive entrances, or simply out in the open. Killing a chariot will most often prompt a violent responce from the colony, which will send a swarm in retaliation for the death of a single chariot. Why exactly does this happen is still unknown to SICON. It is assumed, however, that the death of a Chariot Bug emits certain hormones which aggravate nearby castes. Another theory is that the Chariots, or their premature demise, has specific effects on the Arachnid's hivemind.
 
 
 
=== Brain Bug ===
 
Brain bugs are the most important bugs within the colony, its heart and mind, the de facto rulers of most colonies, taking most of the administrative decisions and giving direct commands to other bugs. The influence of brain bugs was so clear and pervasive that they were long thought to be the only authority of hives, with queens being nothing but a reasonable theory until their existence was finally proved. . They oversee and command virtually all of the bugs in the colony they were born in, and thus they rarely see combat and are extremely well protected. Moreover, the brains use their intellect to analyze their enemies, and then retaliate based on the knowledge they gain - be it the predators of the planet the newly formed colony is based upon or a MI invasion force. Brain bugs are also able to obtain the knowledge, memories, and experiences of their victims by quite literally sucking their brains out with their main proboscis. Once the humans make their presence on the planet known, brain bugs will immediately attempt to assess the strength and firepower of the invaders, expending warriors in the process. After that, the search for weakpoints and formulation of the strategy begins. This process is expedited by captured humans, whose knowledge is assimilated and used against the invaders instantly. If one of the MI officers falls victim to a brain bug, catastrophic consequences will follow for the entire force. In addition to that, brain bugs are known to possess psychic powers which they can and will use against the MI. Thus, the brain bugs are the most dangerous enemies the MI will encounter on the battlefield, despite their inability to fight directly. 
 
 
 
A single brain bug is capable of controlling a small colony and several brains are able to link their abilities to command much larger colonies. Given enough brain bugs, any size of colony can be run effectively, as if a queen was present.  Once a colony grows large enough to support a queen, existing brains will move into a more subservient role, filtering the administrative needs of the colony and taking command of individual swarms in battle. Without brain bugs, the queen would be overloaded with the neural feedback of the millions of bugs depending directly on her control. SICON scientists believe this would cause the queen to go mad or die, which would in turn throw the colony into disarray.
 
 
 
=== Queen bug ===
 
The supreme commander of the largest colonies and probably the rulers of the entire Arachnid race, a queen is surrounded by breeders, guards and overseer bugs, rarely leaving the heart of the colony.  The queen remains in contact with the entire colony, which may span an entire planet or even, in theory, a star system, giving orders, organising forces and analysing telepathically-transmitted data on the life forms and worlds encountered by its minions.  The queen maintains its contact via a psychic link with brains and overseers all through the colony, who function as representatives and help with the direct control of lesser bugs.
 
 
 
A queen bug is also charged with producing specifi c chemicals by which the Arachnids of its colony communicate and identify one another.  These chemicals also make the bugs more receptive to psychic commands and keep their more savage impulses in check.  Without a queen or brain bug in control, Arachnids are usually thrown into chaos, each becoming an isolated, confused individual with little idea of what to do beyond its basest instincts.
 
 
 
When a queen bug feels its death is approaching, it transmits a psychic command, lasting just a few seconds, for the nurser bugs of the colony to allow a new queen to mature.  This ensures that even the largest colony can survive almost unhindered in its progress, even when suffering the ultimate tragedy of losing its queen bug.
 

Latest revision as of 14:51, 4 January 2018