Okay.:driving
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There are few who know where the race first known as the Vishano first came to be, or of the lands pertaining to their origins. Protoss say they are the Unclean, their unholy powers rendering them a threat to the entire universe if not properly stopped or contained. The Zerg wish to be like them but not of them, rendering them enemies. The Terrans believe they were the creation of some unknown race, harbingers of things to come.
But, in the end, the Vishano are simply the Enemy, and as such need no other question need be asked of them aside from how to kill them.
Hybrids: Infantry
Samurai—A nightmarish fusion of the Zerg and Protoss’ most elite warriors, the Zergling and Zealot, Samurai are the deadliest melee creatures ever to walk the galaxy. Razor-sharp claws and psi-blades encompass a bony spiky hide and the faint glitter of psionic shielding, their keen senses psychic and otherwise detecting their prey.
In tactical terms Samurai serve much the same purpose as the Zergling, to be used in mass swarm assaults. When supported with even a few Griffins or heaven forbid Titans, Samurai will overwhelm any enemy fortification or formation set in their sights.
Upgrade: Synapse Activators—Samurai attack speed increased (cooldown 5)
Upgrade: Metabolic Enhancements—Samurai speed increased
(150 HP, 150 PS)
Griffin—Vishano military strategy revolves around primarily Zerg tactics and logistics, with minimal Protoss enhancements aside from their potent psionic powers and increased intellectual capabilities. This strategic picture requires a tactical setup much like the Zerg possess.
The Hybrid version of Hydralisks, Griffins fire razor-sharp barbs from their shoulders at near-hypersonic speeds. Their shields regenerate, and when combined with Burrowing Griffins can be very hard to kill.
Griffins can mutate into Arachnids with the appropriate upgrades.
Spider Aspect—Arachnid mutation
Regurgitate—Griffin firing speed increased (cooldown 15)
(200 HP, 200 PS)
Arachnids—The Hybrids, in some special cases, have even improved on Zerg tactics and limitations quite nicely. The Arachnid, based on the Lurker design, fires antimatter-laced spikes from its underground maw and is the prime example of these new developments.
Arachnids unlike their Zerg counterparts possess limited mobility underground, consuming the very earth as fuel for their energy-intensive weapons. This gives them, in groups, to move quietly and silently across the landscape, patiently waiting for the right time to strike. Often used for ambushes or holding critical choke points on invaluable terrain, Arachnids are nothing to scoff at.
Upgrade: Spinal Phase Appendages—improved Arachnid firing range
(150 HP, 150 PS)
Serpent—Hybrids possess the collective mentality of the Zerg without the need for a central processing intelligence like the original Zerg Overmind. This is due to their increased intelligence and very potent psionic abilities, both inherited from the Protoss. As a sign of their increased intelligence, various units have been created to exploit the weakness of their enemies to a degree previously unseen.
The Serpent is a prime example of this. It burrows underground to such a depth that even capital ship-grade Detector units cannot detect them. As a result, the Serpent offers unprecedented recon abilities as well as permanent tactical dominance of the landscape. However, a disadvantage of this is that the Serpent can only detect ground units. In theory, chains of Serpents could stretch across the entire map, exploiting troop movements to the fullest degree, laying ambushes and so forth.
(25 HP, 25 PS)
Vehicles
Titan—Based from Zerg Ultralisks, Titans are the ultimate predator. Approximately 18 feet tall, Titans are covered in Class 2 armor and can be enhanced with the Mono-psi Spikes upgrade. Titans possess two monomolecular tusks (50 damage), which give them 2 range when attacking other ground units. However, Titans are as slow as unupgraded Ultralisks, thus tactically exposed. They are nearly invulnerable in numbers, and even one can destroy an unprepared enemy encampment.
Upgrade: Mono-Psi Spikes—Titans can evolve hardened plating with a psionically-reinforced force field. The plating is covered in monomolecular spikes, making the job of penetrating the Titan’s hide even more difficult. Adds 2 armor to the Titan, and adds 50 HP as a byproduct.
(500 HP, 500 PS)
Mantis—The Hybrids were bred to be the pinnacle of perfection, an ideal warrior breed. It was noticed by Those from Afar that both Zerg and Protoss lacked a long-range unit. Thus was the Mantis conceived, a mutation of the Scantids residing in the radioactive ruins of Korhal.
Mantises, because of their heritage, are highly resistant to radiation. Fired from a tail-like appendage is a glob of biochemically-explosive synth-proteins sealed inside an organic polymer. Each blast does 30 damage (+2/upgrade), and extra splash damage can be added via Acidic glands. Mantises in addition possess psionic shields and potent psionic defenses.
Upgrade: Acidic Glands—Mantises can evolve an upgrade which attaches several small sacs to their projectiles filled with highly potent acid. When the explosive detonates the acid splashes everything within another 5 radius, and deals 12 acid damage/second for 5 seconds.
(200 HP, 200 PS)
Warlock—Those from Afar have noticed the lack of conspicuously powerful spell-casting abilities among the first generations of Hybrids. Thus subsequent generations of Hybrid Broods incorporated two of the deadliest spellcasters of the Zerg and Protoss races into the Warlock.
A fusion of Defiler and HT, Warlocks can cast Plague, Psionic Storm, and Dark Swarm.
(150 HP, 150 PS)
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Post rest in another post.