I'll prooobably compile these later, but this is only the first of them for now.
Invasion Castes-
Mind Shredders:
Size:About the size and shape of a regular snake.
Nicknames:Brain Slugs, Mindeaters, Zombie Slugs, Bodysnatchers
DNA:Original Strands; can be made from any Biomatter.
These small worm-like creatures are not to be taken lightly. Their main purpose is to force their way inside their foes and make their way to the brain, where they hijack their unfortunate host. The host loses all control over their bodies, yet are perfectly aware-they are powerless to stop, but know whats happening. Once inside, depending on the stage of infestation, they do one of two things with their hosts-Either use them as a spy, or as a suicidal soldier. As a spy, they gather knowledge, while also leading others towards more Mind Shredders to up their initial armies before the main strike. They will often silence anyone who finds out. As a soldier, they usually use the body to attack and abduct a single enemy, and run for the nearest Factory Caste capable of digesting the beings into raw materials. While this leads to the destruction of the Mind Shredder, more than enough genetic materials are aquired. As they are merely controlling the body, attempts to inflict enough pain to stop them are useless, for they care not about the condition of the hosts. They've been given the nickname 'Zombie Slugs because of the way masses of them often look in later stages, like a bunch of Zombies because of the broken bones, missing flesh, ect. On rare occasions, they've been known to try to control the political office and stew rebellions among the populace, leaving armies fragmented...And easily overtaken by the main force.
Factory Castes-
Digester:
Size:About the size of a battletank, with the shape vaugly of a turtle, though hollow and with a open top.
Nicknames:Stomachs, Acid Baths
Biomatter:Original Strand
These are basically big, walking, hollow gourds filled with a very potent acid, enough that it can eat through any form of biomatter except their own, and with a hole at the top of their 'gourd'. They're also pretty tough, able to withstand RPGs(though not too many). While they are used as a mobile source of raw materials, they can be used to attack pesky soldiers with the mouth, which has a very strong clamp; enough to crush and tear through reinforced tank armor with ease.
Acid Pool:
Size:About as deep as a swimming pool, though they have varying shapes.
Nicknames:None, name says it all.
DNA:Original
These are the holding bins for the genetic material, and are filled with raw materials. They also are filled with the same acid found in Digesters, and they break down the material further. When a Digester is too full of biomatter, they come to these pools and vomit it into them, and go out for more. This biomatter is then slurped up by yet another Factory Caste, which uses these materials to produce new units. Other than that, they're really just a living basin, dumb as a rock since they have no need for a mind.
Breeder:
Size:About the size of a small building, and are round. They have four arms, two legs, a carapace, a bladed tail, and a head. The eyes of the head are covered by the partial-exoskeleton-carapace, so it is THOUGHT to be blind by most...
Nicknames:Factories, Mothers, Spawners
These are the producers. They make the armies after having touched down. And damn, are they good. They 'look' through the availible genes and DNA, and put it together to form new Castes, which are produced within its body, and come out of the holes running through its second set of arms, and generally all across their body. They are mobile, and have a sight, though different than our own...They 'see' using the semi-Hive Mind to look through the eyes of their comrades, and triangulate where they are. Potent Psykers as well; they're known to use their powers to smash their enemies into one another, even send their rounds back at them. They are strong and defended, and not without reason:They cannot produce more of themselves, being that the 'children' are released at maturity. They do oversee the management of the minds being put into the individual soldiers/whatevers, and are very valuable to the Lorcars. Their carapace is strong and thick enough to withstand several blows from a battletank without even noticing, and it'd take another vollow just to give them a itch.
Worker:
Size:About that of a child human, and have elongated bodies. Their spine is most often horizontal, they have claws for hands, and their feet are better described as talons. They have tails equipped with a blade, but this seems to be used with helping them climb, or a cutting limb than as a weapon.
Nicknames:Builders
DNA:Original
While the armies fight, the Breeders breed, and the Mind Shredders shred minds, these guys get stuck with the grunt work. These are the ones who dig the pits for the Acid Pools, these are the ones who apply the biomatter to actually make it a acid pool, heck, these are the ones who test the acid. They build all of the structures with the base, and aren't treated well for it. They do have one advantage:They're slick. Even the most experienced Trappers are astonished at how easily they were lost, or how the freed themselves. If you want to keep one of these, they'd better be either dead, or you better damn sure there's no way in OR out. Even with such a precaution, though, they'd probably still escape.
NOTE:All Factory Castes exist on their planet as well. The only difference is that they're bigger. MUCH bigger, even the workers.
Bioships:
Bee Class Bioship:
Size:A little bigger than a van, and they look like a smaller version of most of their ships.
DNA:Original
These are the basic fighters. Small, but agile, and as with all Bioships, they're Psykers, though weak.
Bumblebee Class Bioship:
Size:Corvette class ship. Think of a organiz spaceship when it comes to shape, since thats...well...What it is. These have the names they do because of the color scheme, and slight resemblence in shape to bees/wasps.
DNA: Original
These are bigger than a normal Bee class. Generally, the only difference is a slight increase in Psychic abilities, and a major increase in armoring and vitals.
Wasp Class Bioship:
Size:Country sized. They skip over Frigate class ships, instead building these dropships.
DNA:Original mostly, with a bit of the DNA from earth wasps, allowing them to produce the-though much deadlier due to modifications-wasp's poison.
These are the dropships. They carry both troops, and the aforementioned fighter/corvette equivilents. They are MUCH more piwerful Psykers, and can unlease massive psychic shockwaves on their foes. These shockwaves can do anything from slaming the enemy's ship to causing the enemy's heads to explode. With these ones, however, its fairly short ranged. They DO, however, possess a form of organic missile, which has a drill head. It is designed to drill into enemy ships, and fill them with the toxin.
Hornet Class Bioship:
Size:Continental, these have darker colorings
DNA:Original, as well as the wasp DNA in Wasp classes.
These are the current elites of the spaceforce. Massive battleships, their Psyker abilities are unmatched, barring the Brood King's. These are not typically dropships, though; they can be used as such, but they are more often seen flyings in fleets surrounding-and defending-their home world. Their Psyker powers allow them to literally turn enemy ships inside out, and generally smash them into each other. These ones are also equipped with thousands of small, but powerful, organic cannon batteries and explosive missiles. Engage with caution.
Bio-Pod:
Size:Depends on the cargo
DNA:Whatever they have produces the hardest material.
Bio-Pods are the way that the Lorcar get onto the surface of a planet. Virtually indestructable except a single point, which is where they need to hit impact. Upon hitting the planet, this point is hit, and it shatters the whole pod, allowing its occupants out.
There have been a few cases in which Bio-Pods failed to break apart, trapping their occupants inside. This is said to be horrible luck, and these unopened Bio-Pods, once determined that whatevers in there either isn't alive or isn't getting out, are placed as exhibits in museums, assuming any are left after the Lorcar are done with it...
Unique/Doesn't fit into any other category:
Planet-Cracker:
Credit goes to Orph for the idea.
Size:Enormous. Gigantic worm-like beasts that are rarely seen above surface, though their effects can be felt throughout the planet. Bigger than ocean liners.
DNA:Original Stand
"These large worm like castes are usually dropped from a large bio-ship onto a planet, they start by destabilizing the planet's crust and causing massive earthquakes. This can be used for wide spread damage against structures. They can also be used to help strip mine planets. As they can vomit up what they eat, which is mostly in-organic material. They actually eat organic material like the rest of the Lorcar, but they can survive off of inorganic material for a very short amount of time."
The Bioships used to transport these, due to their size, are either Wasp or Hornet class. Anything smaller, and they couldn't feasibly transport these beasts to the intended planet of demolition. They are used as a last resort in terms of warfare, being the tremors caused by their landing and general moving around beneath the planet's surface can cause more harm than good if they aren't careful. In terms of raw resources, however, they are the best at retrieving these, since they can merely mine the planet for anything needed. In a hard battle, they can be the best thing available to the Lorcar armies, for they could erupt from the ground to smite the foes of the Lorcar. Due to the fact that they need to survive both the heat generated from coming to the planet itself, and digging in subterran temperatures, they are generally toughened, and are very, very hard to kill with conventional warfare.
Army Castes will likely be done at all tomorrow. Other than that...Enjoy.
Military Castes:
Guardian:
Apearence:About the size of a Humvee. They have a heavy carapace covering most all of its body, and has three heads. This carapace is notably strong for its size, and is very heavy; this is the main reason these exact Castes are slow. They dont go out on the main lines, instead forming protective 'walls' of themselves to shield allies.
Nicknames:Cerberus, Walls, Defenders
DNA:Original, with a small amount of Elemental Fire DNA as well
These are the guard dogs of the Lorcar. Big, hulking things, their best trait is their defensive abilities. Due to the Elemental Fire DNA in them, they have the ability to breath fire, but because of lack of fresh DNA(the attack on Elmora was a crushing loss, leaving them with very few slaves from the planet), they cannot survive fire any better than any other being.
Reaver:
Apearence:These are about as big as a human. They have four arms, each equipped with some form of weapon, and they have bladed tails. Their legs are made for speed and endurence, and while there are some with long-range Bioweaponry, most have blades or blunt wewpons for limbs to make use of the running ability.
Nicknames:Hunters, Slashers, Stalkers
DNA:Original
Reavers are relentless. They will follow their chosen prey until they are able to make the kill, or cannot for whatever reason. While they will switch targets if they find easier prey, they always go back to attacking the ones they've chosen, leading to the nickname 'Stalkers'. While they are strong physically, they rely mostly on numbers in a normal battle, and are not known for their tactical knowledge. However, if another, more tactical Lorcar is there, beware...For they will instantly take command.
Terraformer:
Apearence:These have various sizes, usually the size of a house. They are large infrastructure-kinds of Lorcar, and take on much the apearence of the surrounding biosphere, many times fusing with it.
Nicknames:Polluters, Absorbers
DNA:Their DNA is...