Tendriculous Legion

From Paradox Echoes Quantum Wiki
Jump to: navigation, search
The Tendriculous Legion
TendriculousLogo.png
The symbol of the Legion
General
Playstyle Creeping Advance
Faction Colour Sea Urchin
Type Annihilation Faction
Dev. Status Conceptual

"Well here it comes
Good God, here comes the night
Here comes the night
Lonely, lonely, lonely night"

- "Here Comes the Night", by Them

The Tendriculous Legion is composed out of an army of creatures from a different universe with different laws of physics that grant them strange powers. With the forces invading the Earth being a faction of the strange extrauniversal creatures seeking to increase their own power at the expense of their rivals, the Legion is a terrifying neofeudalistic force from beyond the veil of reality as we know it.

At a Glance

Faction Color Sea Urchin
Playstyle Creeping Advance
Preferred Theatre of Operations Dark places
Strengths Unit possession, Once an area is solidly under Tendriculous control, driving them out is hard, unimpeded by night fighting, territory is dangerous to attack, and powerful stealth abilities
Weaknesses Energy and fire type weapons deal bonus damage to all units, Many units cannot be used in lit areas, offensive past the areas of control are generally dictated by possession or day/night cycles, fire deals devastating morale damage.
Intended Players Players who like to mess with their enemies.

Background

Walking Off Sunshine

The Tendriculous as they are called, are not native to our world, or even our universe. Inky, amorphous creatures that call a strange reality home, these beings would have likely never have come into contact with humanity had it not been for the Combine. But before one can examine how they came to know humans, one must first look at what they are. The Tendriculous do not adhere to the laws of biology as is understood by the factions of this universe, and are also obviously complex life forms, yet they lack organs and their "tissue" seems almost wholly undifferentiated save for what formations they create out of them. They can actually change their state of matter at will, forming gas clouds, solid implements, or turning themselves into puddles as is needed while actually being capable of forcibly binding their matter into other objects to take control of them - "possessing" them.

And yet, light appears to be antithetical to them, with high intensity sources having highly adverse effects on their strange and alien biology, while they seem to take comfort and solace in the night's darkness while spurning the warmth of the day. Why they can't seem to handle light is unknown, but it has consistently proven itself to be a highly effective weapon against their strange forms and those that they possess. Which has, of course, resulted in implications for the way they wage war, working frantically to snuff out whatever light sources they can find so as to shield themselves from the burning rays of day. For example, they can do little about the likes of Tesla or Spectrum weapons lighting them up save for trying to smash them. Biology is all well and good, but what about their history?

Children of the Night

The Tendriculous evolved on a world whose name is utterly unpronounceable to the throats of non-amorphous beings and quickly ascended the food chain thanks to their amorphous natures. Spreading forth from their origin point, the Tendriculous in time developed such important things as civilization. Like humanity, they also developed such things as industry, harnessable energy, shelter and weaponry, then spread from where they began and explored all they could, becoming learned in the ways of science and the arts. Strange, alien cultures were developed and strange, alien nations were founded.

One such nation of them, known to humanity as Penumbralia, was a nation shattered by a conflict with its neighbors for the control of important resources. They were lost and alone, struggling to recover and rebuild from their defeat. But a mysterious figure came, known to the precious few who know of the lore of the Tendriculous as Tenebrous; a being that claimed that it was truly immortal and would deliver them salvation if they would but keep a flame burning with the bodies of those with the special gift to reach their minds out to others.

Both of its claims would prove to be validated. Tenebrous was seemingly unkillable and turned the fortunes of Penumbralia around completely. Where they had once been a shattered people, they were being lead to victory after victory, and many would come to see Tenebrous as being some sort of god. Others perhaps theorized that it was simply an immensely powerful psychic. But few could find a reason to explain the Dispater's obsession with keeping the fire burning at all times. Any attempts at snuffing the flame or delaying the supply of fuel were met with immediate hostility or even outright aggression from Tenebrous, so Penumbralia came to accept that this was simply something they should not touch.

Tenebrous would rule Penumbralia under feudalistic lines, dividing the land into the command of a nested series of vassals; whether they were councils or autocrats who would rule in its name. The fealty given to the Dispater was expected to be unquestioning but the supervision given to the underlings was more lax, so that the whole of society could move smoothly when direct intervention was needed, or be allowed local autonomy when it wasn't. However, to earn the wrath of the Dispater would be to live a very short life indeed, as the punishment for defiance was more often than not to be brought before Tenebrous to be devoured.

Penumbralia would grow into a great power, an empire in the darkness that would span a vast gulf of territory, but there were others who yet could challenge them in its domain. Other states remained unbowed and remained fierce foes of the supposedly immortal Dispater. Others still dared to call it a tyrant and a bully and were prepared to fight it to prove it. Such would tear apart all the hard work put over the course of so many years into making Penumbralia what it was now. Such would once again cast Penumbralia into the depths of loss and confusion. Such could not be tolerated. New avenues had to be considered now, for the future of the nation.

The Heart of Darkness

The Dispater had crafted a powerful military for Penumbralia, a force that would come to be called the Tendriculous Legion. It would be this army forged out of what had once been a people who had been a collection of wayward souls, their sorrow and fear forgotten as they submitted to the will of Tenebrous. They would be elevated into a warrior class so that they could exist free of the concerns of the civilian sphere. And it would be this military that Tenebrous had used to lead its people to glory after glory, the Legion seeming unconquerable as it vanquished foe after foe. However the strangest test of their forces would come as a result of a Combine expedition.

Testing the various worlds accessible to them by the power of the Astrogate, the Combine had come into the shadowy, twisted reality of the Legion. It was this incident that had broadened the spectrum of the Legion's attentions and brought the eye of the Dispater to new spheres. The Combine's intrusion into the shadow reality would unknowingly draw these two separate universes into conflict, and unlike some other realities such as that of the Ascendancy of Pyramids, the Tendriculous' home were very willing to poke into the other side for the sake of claiming it as their own. And with this new opportunity afforded to them, Tenebrous commanded that its Legion scout out the new world.

First, of course, the Combine had to be convinced that this new world was not worth permanently settling in, lest they interfere in the secretive plans of the Legion. Though with the toxic nature of their universe to intruders who were not shielded in light, the Combine needed relatively little convincing that this endeavor was simply not worth it. But before they could just pack up everything and leave, the Legion struck to seize what they could of the Astrogate and put the loremasters of Penumbralia to work studying it. Study it they did, tinkering with it with all the tools that the Penumbrans could put to the task.

They finally managed to crack the secrets of the Astrogate with the benefit of all the materials they had at their disposal and their own ingenuity. While this technology would function somewhat differently than what the Combine had created, it would serve the purpose of allowing the Legion through to the other side perfectly well. With the success of the project, the Dispater commanded that a think tank be created so as to prepare the Legion for operations on the other side of the gate, giving them the leeway needed to carry out their research.

With these orders being funneled down the vassals of the Dispater, the Penumbrans were suddenly abuzz with newfound activity directed towards preparing for the crossover into the new world. Every snippet of information regarding the Combine's home was poured over by the shadowy intellects of the amorphous creatures, and they determined that their home universe would be the best possible place for the Legion to begin its expansions. With references to a hateful source of light in there, the Legion would need to come extra prepared for whatever dangers may lay on the other side.

Let There Be Shade

At last, the Legion would begin to enter the new world through its newly built gates. A shadow in a confused and broken world had emerged, striking at the dark corners of the Earth. And yet they found that the world was a very strange place even without their presence. A convoluted underbelly of intrigue and secret wars had developed and they had just stepped into the ring. But they remained undaunted; the Dispater had commanded that they press onwards and its vassals had relayed as much to the rank and file. They would expand for the glory of Penumbralia and they would add more of this world's psychics to its pyre.

The Legion would find that while some were more concerned with the surface politics of the world, there were others who were quite capable of directing resources to oppose their efforts. Steam and clockwork-using warriors were among the first to notice the sinister forces gathering in the shadows. Masked and gas-slinging soldiers similarly engaged with the Legion quite often, other times seeming to even outright assist them in their attacks on the Earth. Machines who already had plans for this universe quickly reported to their fellows that a new force had entered the fray and needed to be fought against if their great plans were to be realized. Aliens who had come to take the planet for themselves soon showed that they were in no mood to brook competition from beings of another reality, and verminous hordes below the Earth sought to drive these newcomers before them.

Elsewhere, men from other timelines did battle with these strangers from another universe, recognizing them as bringing nothing good to the scene just as various intelligence groups started to piece together clues of a strange, as of yet faction at work and involved in numerous strange incidents. In the often dust cloud and ion storm-darkened wastes of China, surreal battles were waged as the Tendriculous launched furious probing assaults in a forsaken land that was already the site of full-scale war between the world's more supernormal factions. Often already furious engagements would be interrupted by the appearance of the Tendriculous, their variable forms streaming out into this new reality, clinging to the shadows to wage yet more war on a world that is already burdened with it. At the top of it all, the Dispater schemes as sacrifices are brought to its flame and secret bases are established for further Legion operations.

Unique Faction Mechanics

Tiering:

Possession: All Legion infantry units have a special power where they can attempt to; instead of a normal attack, try to posses an enemy. This causes the unit to inflict a sum of morale damage equivalent to its hit point total, though larger units get inbuilt resistances to possession. If multiple tendriculous are used in such a way, cheaper units can be used to possess larger and more steely minded units. Units such as commandoes are flatly immune to possession. Corpses can be possessed, but suffer severe penalties to most stats until full symbiosis is achieved, at which point they resume normal function.

Matter shift: Whereas the Red Alert 3 engine was confined to singular special abilities, the new engine will allow for multiple special abilities. This will include phase changing, where Tendriculous units can go between solid, liquid, and gaseous states. Solid states are the only state in which they can fully attack an enemy, liquid form allows for concealment (reduced range at which they can be spotted) in darkness, while gaseous form allows them to possess enemy units. State changing takes time however; during which the Tendriculous is immobile.

Spurners of the light: The Tendriculous Legion makes full usage of lighting and and the day-night cycle. If exposed to light such as daylight, searchlights, or the like without a host, Tendriculous units start taking damage over time. Similarly most energy and flame weapons deal extra damage to tendriculous units, even if they are possessing a host. However, in dark conditions the Legion's units can slowly recover lost health.

Void Field: The Legion can set up zones of control that block out light, severely reducing most illumination effects in effectiveness (generally limiting them to a smaller area), while protecting "naked" tendriculous units inside even during daytime. Similarly, the healing of Tendriculous units is accelerated in this terrain; infested as it is by the stuff of their home universe, and enemy units within it suffer noticeable damage over time unless protected with illumination that banishes the damage over time.

Corrupted Ground: The longer an area remains under a void field, the more toxic and dangerous the land becomes to beings not of their universe. Water is replaced by a toxic black ichor, the air becomes dangerous to breathe, the soil brooks no native life. Ground under a void field goes through stages of toxicity. The more toxic the terrain, the more dangerous it is to cross them. Toxicity remains even after a void field is pushed away or if light had been brought into the field, though the toxicity decays.

Units and Structures

"Let me illustrate this with a simple analogy. You, in front of what AURA device you used to connect to this forum, feel the need to answer the call of nature. Going to the toilet, however, you notice that some of the darkness has congealed into something more solid, a puddle on the floor. Then you try the usual light tricks to see if it's really just a shadow or if someone left an oil stain on the floor, but the solid blackness moves away from all your lights. Eight seconds later, the blot of darkness starts to move to form a deadly shape with only hateful eyes of white to identify it; but those quickly trigger your mind to flick the light switch, causing the blot to disappear for now. Now, in another scenario: imagine yourself outside with a light switch that only functions for 12 hours..."

- Highly-rated story from AURA thread "sans slumber". Said poster did not post for five weeks after this was made.

Buildings

"...complete absence [of] photons. Location status estimated to be drifting towards permanent senescence. Shadows slowly losing coherence..."

- Datalog 64h
IconProtectorate.png
Hive The nerve center of Tendriculous operations in our universe, the Tendriculous Hive emits a void field in which the Tendriculous may thrive and multiply, constructing other artifices from their unforgiving universe and giving their units shelter.
IconProtectorate.png
Shadow Reactor Drawing from a sort of energy of from their own universe released by the decay of a strange sort of sessile organism, Shadow Reactors provide the Tendriculous with power for their bases.
IconProtectorate.png
Tendril Refinery These ore mines have been possessed by a large number of tendriculous who then allow the building materials to flow through their amorphous bodies to fit into place. Then the ore refinery gives a steady, constant supply of credits as they draw ore from the earth directly. This process is sped up by stationing more worker Tendriculous in the refinery.
IconProtectorate.png
Chambers These chambers are the home from which tendriculous combat forms are produced, joining the fray in the name of the Dispater.
IconProtectorate.png
Mechanical Lairs These Mechanical lairs are places from which the devious arsenal of the tendriculous can be produced to expand tendriculous power.
IconProtectorate.png
Canopia Canopias are places where the flying monstrosities and machines of the Tendriculous can be produced at and housed in.
IconProtectorate.png
Abyssium Here be monsters, a place from which a loyal vassal of Tenebrous may call forth the weapons of the seas to wage war in this new universe.
IconProtectorate.png
Shadowed Palace Not only are shadowed palaces capable of housing a fair number of infantry, but they also allow a Tendriculous Vassal to requisition higher end units from Penumbralia while also generation large void fields.
IconProtectorate.png
Requisitor Requisitors are places to patch up grievously damaged vehicles or wounded infantry as well as recycle the derelict husks of enemy vehicles or the corpses of their infantry (or possessed units; at which point the possessor[s] jump out) to pump a little cash back into the economy.
IconProtectorate.png
Eclipse Device These fearsome devices function as the support superweapon of the Legion, causing an artificial night by filling the air with tendril matter particles; allowing for the creatures of the Legion to advance unimpeded. If it is already night, then the night will last longer. In case of already permanent night, all light sources are halved in range instead.
IconProtectorate.png
Night Vortex This device tears open a portal to the universe of the Tendriculous, spilling out a massive amount of shade energy that causes everything targeted to decay and fall apart while beasts from that realm roam around, attacking at will until the portal collapses and the light returns.

Defences

"SUBMIT TO THE CHILL OF THE GRAVE"

- Psychic message to Kumun forces assaulting a Tendriculous base
IconProtectorate.png
Tendril Wall Comprised out of materials not native to our universe, Tendril walls will rather noticeably quickly self repair themselves from abuse suffered so long as they remain under darkness and the void fields.
IconProtectorate.png
Tendril Gate The semi-sentient tendrils that comprise a tendril wall are at this point, capable of withdrawing upon command to allow the forces of the night through, and keep the enemy out.
IconProtectorate.png
Despair Wall Modified Tendril walls, these walls continually emit a Psychic signal of despair around them, causing morale damage in enemies near them. Enemy units who hit zero morale lose all hope for the world and simply lie down and die. Tendriculous legion units however, experience increased morale regeneration near them; even in combat.
IconProtectorate.png
Despair Gate Despair gates act much the same as despair walls, but allow can open to allow tendriculous legion units through.
IconProtectorate.png
Void Field Generator Terraforming devices, Void Field Generators make the area around them increasingly more like the home of the Tendriculous, allowing them to function even in the daytime outside of shadowed areas; increasingly poisoning the ground, air, and water they influence.
IconProtectorate.png
Tendril Lair Tendril Lairs extend long, brutally dangerous whip like tendrils at approaching enemies to carve, pull and smash them apart; being particularly dangerous to enemy infantry.
IconProtectorate.png
Shard Cannon Firing great clouds of shards into the air, shard cannons not only foul up basically everything that makes an aircraft work, but also introduce rapidly hatching shades who violently rip the target aircraft apart as they eat it out of the sky.
IconProtectorate.png
Corrosion Tower Firing entropy rays at enemy vehicles that venture too close, Corossion towers are potent fortifications that can fire over walls.
IconProtectorate.png
Vortex Generator Vortex Generators create directed tears to the universe of the Tendriculous, which is extremely hazardous to enemy units as they approach too close to these formidable defenses.

Combat Forms

"Hell is not hot and fiery, but dark and chilly; devoid of its devils, for they are here..."

- Shellshocked Conduit veteran
IconProtectorate.png
Shade A creature native to the Tendriculous' home universe that is not itself a tendriculous, the shade is a strange little omnivorous creature that can be inhaled by a host and flow inside of it to take shelter in the darkness of their bodies, though this slowly kills the host.
IconProtectorate.png
Obscuridad Worker forms of the Tendriculous, the Obscuridad are produced automatically from a hive and are needed to build Tendriculous structures, the first setting down the template and the rest piling on to create the structures. Beyond forming bladed implements from pseudopods, the Obscuridads have no recourse of defending themselves if caught unescorted. Though they can ooze into the ground and hide for a bit if needed
IconProtectorate.png
Strakh The Strakhs are the basic unit of combat in the tendriculous legions. Amorphous creatures who can crawl on walls and rapidly change state, the Strakh fights by means of a weapon held by tendrils that fires globules of inky matter that ensnare and slow down hit opponents, all the better to set them up for a lethal charge to be torn apart by large and strong cutting and stabbing limbs. On command, strakhs can charge up an immobilizer shot that can root infantry in place and slow down vehicles a great deal to make sure they can't escape.
IconProtectorate.png
Strakh The Strakhs are the basic unit of combat in the tendriculous legions. Amorphous creatures who can crawl on walls and rapidly change state, the Strakh fights by means of a weapon held by tendrils that fires globules of inky matter that ensnare and slow down hit opponents, all the better to set them up for a lethal charge to be torn apart by large and strong cutting and stabbing limbs. On command, strakhs can charge up an immobilizer shot that can root infantry in place and slow down vehicles a great deal to make sure they can't escape.
IconProtectorate.png
Vex Vexes are Tendriculous equipped to tear open vehicles, using decay beams that cause the entropy of a target vehicle to increase until the vehicle has become nothing more than its rusted component parts. Vexes can also transform themselves into a deployed form to increase their accuracy at the cost of immobilizing themselves.
IconProtectorate.png
Spectre Spectres act to keep the enemies of the Tendriculous nice and suppressed, combining both a rapid fire version of the weapon used by the Strakh and psychic waves of fear that crush the morale of those in their presence. Specters are also capable of focusing on making droning, deep songs that enhance the fear they create, stopping their weapons fire but increasing their morale damage spectacularly.
IconProtectorate.png
Beast Specialized assassins, beasts fire special shard weapons that leave terrible wounds and slowly turn afflicted corpses into shades as they are filled with the eggs of those creatures. Beasts can instead fire a shard round that turns the afflicted target into corruption points for the ground, poisoning the very soil of the Earth.
IconProtectorate.png
Voider Voiders not only generate small but soothing areas of void fields for other tendriculous to hang around in, but fire tendril matter out like a mortar; though whether this is a weapon or not is up for debate. It still pummels distant enemies all the same and aids the Tendriculous advance forward, while the secondary has the Voider root itself into the ground to both increase its rate of fire and expand the void field it creates.
IconProtectorate.png
Dis Dises function as the officers of the Tendriculous army. Built like larger and more vicious versions of Strakhs, Dises fire weapons that cause minor tears in reality to their own universe, disintegrating their targets as the energy of their universe radiates through. Dises can also release a psychic burst of confidence that restores the courage of shattered units and bids the suppressed to stand.
IconProtectorate.png
Inkling Inklings are the infiltrators of the Legion, having mastered the ability to possess a target without being noticed. An Inkling can possess any non-Commando infantry unit (though they need some time to fully control the body) and use their body to do their infiltrating work for them, and if forced to fight; can use cutting tendrils to inflict grievous injuries on infantry.
IconProtectorate.png
Umbrals The special forces of the Legion, the Umbrals can rapidly fire shards to tear through other infantry units they can't carve apart with their tendrils and can even cut their way into vehicles as shelter if needed. Umbrals can also launch themselves like slingshots to immediately bring them to where they need to go within a certain limit.
IconProtectorate.png
Night Hound Tendriculous capable of flight in solid form, Night Hounds attack with amorphous stabbing appendages that can be shot out and stabbed through their targets, and they can use their bizarre physiologies to temporarily phase out of regular reality to briefly become invulnerable, though unable to harm anything in return.
IconProtectorate.png
Nox The Tendriculous Commando is truly a master of her own form, using all manner of variably solid pseudopods wreathed in the dangerous energy of her home universe to tear through anything in her way, even leaving behind veil bombs that open a way to the dark realm of the Tendriculous from which the deadly energies of home can spill and a temporary void field can be created.

Vehicles

"No, they are not made up of shadows. Shadows are made up of them."

- Ragnarr Laufey, Fylkirate Drengr
IconProtectorate.png
Disquieter A vehicle created by Tendriculous artifice to help them scout strange places, the disquieter's main gun fires bolts of a shadowy, dark purple substance that not only damages those hit, but slows them down as the material sticks to them and entangles them in goopy tendrils. And this light armored car equivalent can even hide a squad of Tendriculous within its bowels.
IconProtectorate.png
Harridan Capable transports for the Tendriculous, Harridans can fit three squads of Tendriculous inside them and support them with Shard blasters and an entropy cannon.
IconProtectorate.png
Tervigon The closest equivalent to a light tank in the Legion, Tervigons flow quite rapidly from place to place and strike hard with a tendril burst gun that not only slows down or even immobilize its targets, but is also fast to fire. On command, Tervigons stop firing and instead start oozing tendril matter gas that causes damage over time to enemies nearby.
IconProtectorate.png
Somna More akin to main battle tanks, Somnas fire what is on the surface; rather like an ordinary tank gun, but the dark spike fired by the gun corrodes what it penetrates or breaks against, and the high-explosive leaves more such corossive gas in the wake of the blast. But what truly sets the Somna apart is its ability to turn into a cloud of gas for a brief period of time to make a quick get away.
IconProtectorate.png
Antilumen Meant to deal with aircraft, Antilumens fire shells filled with a concoction that poisons the air and leaves dangerous clouds that eat apart aircraft. The secondary fires into a cloud; which makes it rain to do more up front damage but removes the cloud's ability to deny the skies to an enemy.
IconProtectorate.png
Disrapport Disrapports are light artillery that deal fair enough damage with the tendril burst guns they fire, but it is the addittion of psychic fear inducing agents to the tendrils that spawn from the impact that are the vehicle's true claim to fame. Disrapports can also fire corrupting agents instead to poison the ground and make it more favorable to the Legion.
IconProtectorate.png
Atropals Atropals are purpose designed to destroy tanks, firing powerful Entropy rays that break vehicles apart in virtually no time at all, and can turn into ooze to sink into the ground and pop up somewhere close by to keep an enemy on their toes.
IconProtectorate.png
Umbrella Umbrellas create moderate void fields around them wherever they go but are otherwise unarmed, but can also burrow beneath themselves to allow units to access the underground sections of a map. They are notable for taking less damage from artillery.
IconProtectorate.png
Viragon Assault gun esque units in the Legion, Viragons project small void fields to help an advance of the tendriculous and flow towards the enemy to fire forth a vortex to their home reality, tearing through nearly any targets; and can exude lethal gas from their home reality to pour into buildings that will instantly kill everyone inside as the gas devours flesh and uniform alike.
IconProtectorate.png
Crones Heavy artillery, Crones fire unstable vortexes that randomly scatter targets to various points in their home universe, or can fire more stable vortexes that allow the poison from their reality to seep through for some time, possibly even allowing a curious being from their reality through.
IconProtectorate.png
Carnifex Due to the strangeness of matter from the Tendriculous universe and how they pilot their vehicles, it is hard to tell if Carnifexes are very large Tendriculous or some form of mecha or walker. Never the less, the vicious entropic blades and whips of a Carnifex bear fearing, as is their ability to force tendrils into the ground only to burst up somewhere nearby to deal deadly damage at a distance and leave behind a pit for units to fall into.
IconProtectorate.png
Heirodule The deadly strategic artillery of the tendriculous, this slow machine or creature...or whatever it is fires forth clouds of gas from the home universe of the Tendriculous, something that rapidly destroys all life and eats away at metal; though structures are substantially more durable. The creature must root itself to fire with any particular accuracy however.

Aircraft

"Copy that. Weapons locked. Making another pass. Windbreakers have arrived and are in support. Skies are clear to... NYX!!! NYX RIGHT IN FRONT OF US"

- Chrono Entente Squadron leader directing a hunt for "Chrono Anomalies" in response to a Tendriculous Ambush
IconProtectorate.png
Eyelock The scouts of the Tendriculous air force are flight capable creatures from their home universe that have heavily overdeveloped sensory organs. Altered to be better war platforms, Eyelocks can also strike at targets with tendril matter guns. In order to detect hidden enemies, Eyelocks can also stop stock still, hiding themselves as they observe the field.
IconProtectorate.png
Panic Attacker Panic attackers live to shred lighter targets on the ground, hovering about and striking down foes with ample helpings of shard blasts and tendril matter cannon shots to ensure that nothing is getting away. Panic Attackers get their name from their ability to psychically trigger panic mechanisms in the mind, causing severe morale damage to enemies caught in the fear burst.
IconProtectorate.png
Wild Haunt A hovering hunter of armored units and other high value targets, Wild Haunts strike with entropic rays and hard hitting tendril matter cannons that strike with charged bursts to slow or immobilize targets after concussing them tremendously while the rays reduce them to dust. Wild Haunts can temporarily become invisible as they shift to alter how they interact with light.
IconProtectorate.png
Shade Shuttle For carrying the Dispater's legions, shade shuttles can carry a single vehicle of any type or up to four squads of infantry and can extend stabbing tendrils at those who try to get to close to them.
IconProtectorate.png
Killer Craft The main fighter of the legion fights with shard blasters and charged tendril blasters that form nets as they fly through the air to better hit their targets. Their Secondary is a rather standard return to base.
IconProtectorate.png
Fear Monger Fear Mongers rip and strike at the ground with braces of pre-charged tendril blasters and a powerful tendril energy ray that sweeps the ground with a purple beam of destruction.
IconProtectorate.png
Termagant Excellent at tearing apart heavy aircraft, Termagants first slow down their targets with barrages of tendril blasts before extending tentacles towards them and grabbing onto the hapless aircraft to tear it apart once it yanks itself towards the doomed plane.
IconProtectorate.png
Tyrant's Messenger Leisurely moving things, Tyrant's messengers are airships that lob around unstable vortexes to devastate ground targets and meet attempted interceptors with tendril energy rays. Tyrant's messengers can also charge up a great vortex beneath them, but they must move themselves over the target to unleash this powerful attack.

Watercraft

"UPDATE: We have lost contact with four of our own Yari-class submersibles near the Antarctic Sea."

- Imperial missive
IconProtectorate.png
Fenlurk Another native to the Tendriculous universe, the Fenlurk is a creature that even the deep seas would find unusual in appearance; attacking with amorphous; variably solid appendages. The Fenlurk can also dive deep into the depths of the ocean, taking it out of the range of engagement for most naval units as it delves into the abyssal zones.
IconProtectorate.png
Mirestalker Mirestalkers are the basic combat unit of the Legion's fleet, striking with tendril energy beams that slow down their targets even as they strike them, or they can literally harpoon other enemy ships and pull them in to rip and tear at them.
IconProtectorate.png
Bogwarden Keeping the skies clear, Bogwardens fill the skies with tendril matter nets that try to grab onto and latch onto aircraft before constricting and crushing them into pieces while submarines are met with the healthy attentions of raking tendrils that slap, stab, and cut at detected Submarines.
IconProtectorate.png
Abyss Walker An amorphous submersible unit, Abyss walkers attack by releasing entropy globules to rust apart their targets to set them up for suddenly being rammed by the amorphous things launching themselves at tremendous velocity, often splitting the weakened targets apart from the ferocious impact.
IconProtectorate.png
Pelagian Usurper Strange destroyer equivalents, Pelagian usurpers not only fight with entropic and tendril weapons, but can also lob obscuridads to work towards possessing an enemy unit; with the obscuridads latching onto the target and adding to its possession counter.
IconProtectorate.png
Sea Condemner Sea Condemners combine tendril matter cannons with shard weapons to tear apart other ships, with the shards developing into an increasingly severe case of shade infestation. On command though, the Condemner can latch onto an enemy ship and ooze parts of itself everywhere to clean the ship of all occupants, depiloting the ship if no one throws off the condemner before it finishes.
IconProtectorate.png
Ocean Ruler Ocean Rulers command the seas with their vortex generators, threatening everything in a directed area with unstable faults in the universe that tear reality at the seams to do their damage. The Ocean Ruler can also direct its energies towards creating a void field, helping to protect the other ships within a wide field of darkness.
IconProtectorate.png
Pontus Prayer Carrying the deadly Shadow Wanderer and Shadow Stalker aircraft inside of its form, the Pontus Prayer is a dangerous aircraft carrier that can also host large numbers of land based aircraft or create a wide void field around itself to shield itself and its aircraft.

Protocols

Template:Tendriculous Protocols

Behind the Scenes

The Tendriculous Legion are based on all manner of stories of darkness and the dangers of travelling to realities with divergent laws of physics, and owe a considerable intellectual debt to Metroid Prime 2's Ing horde and dark world.

TendriculousLogo.png
TendriculousLogo.png

Tendriculous Legion
Paradox Annihilation Faction

Combat Forms ShadesObscuridadStrakhVexSpectresBeastDisInklingUmbralsNight houndsNox
Vehicles DisquieterHarridanTervigonSomnaAntilumenDisrapportAtropalsUmbrellasCronesCarnifex
Aircraft EyelockPanic AttackerWild hauntsShade ShuttleKiller CraftFear MongersTermagantTyrant's Messenges
Navy FenlurkMirestalkerBogwardenAbyss WalkerPelagian UsurperSea CondemnerOcean ruler
Structures HiveShadow ReactorTendril RefineryChambersMechanical LairsCanopiaAbyssiumShadowed PlaceRequisitorEclipse DeviceNight Vortex
Defenses Tendril WallsTendril GateDespair WallsDespair GateVoid Field GeneratorsTendril LairShard CannonsCorrosion TowersVortex Generators
Protocols
Technologies Entropal EnergyTendril MatterTendril EnergyVoid FieldsShard WeaponsVortexes
Detailed Information The Dark DimensionPossessionCome Wayward SoulsTendriculous CharactersTendriculous VehiclesTendriculous Small Arms and Equipment

Retrieved from "http://quantum.creativereactor.ru/index.php?title=Tendriculous_Legion&oldid=14548"