Author Topic: Lorcar Castes-1  (Read 4000 times)

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Offline Orph

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Re: Lorcar Castes-1
« Reply #25 on: May 26, 2010, 10:21:17 PM »
Would have to be one hell of an adhesive.
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Re: Lorcar Castes-1
« Reply #26 on: May 26, 2010, 10:24:43 PM »
Mind, said adhesive is designed to hold damaged and torn body parts together so they'd heal coorectly, even on the Bioships. All it'd need is a lower PH, and its as good as weaponized.
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Offline Orph

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Re: Lorcar Castes-1
« Reply #27 on: May 26, 2010, 10:26:23 PM »
Sure, sounds good, but they'd be less then useless against shields.
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Re: Lorcar Castes-1
« Reply #28 on: May 26, 2010, 10:29:03 PM »
Thats what the organic metal-cannons on their limbs are for, and the large, large ships behind them as well!
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Re: Lorcar Castes-1
« Reply #29 on: July 23, 2010, 11:23:33 PM »
Name:Bio-Mechanical
Appearance:These are pretty formless, most of the time. They're usually big, biological blobs that can move as if a sentient liquid. However, when taking over a machine, it can look quite different, as it grows bones, organic ciruits, and the like to hack the machine on a hardware level and useit for the Lorcar.
Nicknames:Corruption, Possessors
DNA:It uses mostly base DNA for the Lorcar, but neural cells spread out in it have some of the DNA of the Kong weapons engineers, along with the memories of their designs and how machines work, to allow them to 'corrupt' machines to their own cause.
Description:Bio-Mechanical Castes are a new Caste designed to take over machinery and 'corrupt' it to their own needs. It does this by forcing itself inside the machines' inner workings, and overriding certain circuits or growing bones to act as bits and pieces to forcibly control it. Obviously, a massive machine like a ship wouldn't be completely overrideable like this, so in those cases they would be more likely to attempt to disable or, if possible, take over individual weapons to use against their foes. Things like the VICNI might also be potentially too SMALL in some cases as well, making it incapable of controlling, though the sheer number of them may be able to jam them up once they really learn about them. If they infest a ship...They would immediately go for the control computers, which would be the only way to override the systems completely. They are limitted in Biomass, obviously, and regain it by capturing live enemies into themselves and digesting them for their base materials. And crack or chink in a machine is enough, so dont just think you've gotten away because you've closed a door...

There's another, but Im out of characters on the DSi, so I'll have to make another post for it.
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Offline Beware Ye Who Enter Here

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Re: Lorcar Castes-1
« Reply #30 on: July 23, 2010, 11:25:27 PM »
this probably couldn't do much with different types of machines, you know. As some use magic, some use different tech... Etc.
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Re: Lorcar Castes-1
« Reply #31 on: July 23, 2010, 11:40:10 PM »
Name:Soldier/Commander
Appearance:These look vaugely humanoid, and even share the same stance as a human, a trait shared with few Lorcar. The major differences are a backwords joint in their legs below the knee, they walk on the tips on their feet, which are clawed, they have the same partial-exoskeletal armoring most lorcar have, and it covers a lot of their face, they have a different skin tone, and they have elongated, clawed hands. A derived, leader caste of them may have another set of arms coming from their backs, with bladed bone scythes coming from them, and are bigger. Much bigger.
Nicknames:Grunts, Footsoldiers, Infantry
DNA:Their DNA, unlike most Lorcar, is primarily Konglomerate Human, or any human DNA they can get.
Description:These are footsildiers, plain and simple. They dont really serve much of a purpose other than a meatshield, but when used effetively, they can be deadly. They travel in packs, and are coordinated enough to operate weaponry and machinery stolen from the opposing forces, if for whatever reason a Bio-Mechancal hasn't got to it first. The Commanders, which are the pack leaders, have a hightened Psyker ability and strategic intelligence. They control the soldiers directly, and can use their back-mounted blades to literally pull enermies from their vehicles or tear openings into machines to allow Bio-Mechanical Castes to take over. However, at times their planning gets repetitive, making them a little predictable depending on the situation.
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Re: Lorcar Castes-1
« Reply #32 on: July 24, 2010, 10:48:19 PM »
*Bump...*
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Offline Gaserlake

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Re: Lorcar Castes-1
« Reply #33 on: July 25, 2010, 04:30:14 PM »
Bio-Mechanical: As long as it can't go through shields, approved.

Soldier/Commander: Approved.

Offline @Pokemon Master Red

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Re: Lorcar Castes-1
« Reply #34 on: July 25, 2010, 10:13:59 PM »
Bio-Mech-Yeah, they'll need a crack in the shields at least to get through. But, thats what Bioships are for, heh. XD

Alright, just need one more approval, then...
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Offline Nisorin

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Re: Lorcar Castes-1
« Reply #35 on: July 25, 2010, 10:15:17 PM »
Regarding the mechs, they'd have to have learned how to use the piece of tech before they'd be able to control it. They'd need time to check it out, figure out what's what, how it does what it does and how to use it.

Soldiers approved.
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Offline K2

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Re: Lorcar Castes-1
« Reply #36 on: July 25, 2010, 10:18:34 PM »
Approved under Nisorin's conditions.

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Re: Lorcar Castes-1
« Reply #37 on: July 25, 2010, 10:18:59 PM »
Fair enough. Basic machinery is a no-brainer, obviously, but more complex things they'd need to find out about, I suppose.
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