Page 1 of 2 12 LastLast
Results 1 to 10 of 18

Thread: 4th Race Idea - The Hybrid Kindred

  1. #1
    Junior Member
    Join Date
    Sep 2010
    Posts
    3

    Default 4th Race Idea - The Hybrid Kindred

    Hey guys, this is something I did for fun, to see what a fourth race might be like in the StarCraft Universe (whether campaign or otherwise). They are mainly a stealthy guerrilla-fighting faction with vampiric attributes, going with the theme of hunter-gatherers with hi-tech gear. Anyways, enjoy:

    The Kindred

    “Be wary old friend, the hounds of the void are upon the hunt.”
    - Zeratul



    (Center: Dominator, Around: Kindred heads.)

    I. HISTORY

    - First hybrid clade colonies are seeded, then others. They were spread out over vast distances without any communication. When the hybrids first developed basic primitive technologies to assist their physical and psionic talents in manipulating their environment, entities to whom they know as the Benefactors came to them and gifted them powerful ultra-technology to which are revered as powerful relics. Many worshipped these Benefactors as though gods. They eventually evolved to become a loose amalgam of many different types of beings having a variety of different origins, stuck in their nomadic hunter-gatherer culture. They roam space in their ship-abodes, never settling down for a length of time.

    - The hybrids are united into an amalgamation of kindred, where each colony seeks to express their individuality by specializing in a particular field for the kindred. The kindred are the most diverse in terms of physiological differences between clades. Although conflicts may arise internally, they are few and are quickly quashed by their mysterious higher authorities. When needed to mobilize against a common fore they do so. As such, they are together, but independently-minded.

    - The Benefactors are far from being united as such; there exists many factions in the dimensions beyond, some who would enslave and control their subjects, others whom would rule with their subject’s free will abound, others whom would not dare to interfere in the subjects of their creations. In these many factions, the kindred are heavily experimented upon, as such multiple strains of kindred exist, some as thralls for the Benefactors to control or completely inhabit. Those experiments whom bear fruit fully manifest the Benefactors within their bodies; and, although the bodies and minds are young, their essences stretch a length of time beyond anything they would ever know. These are the Dominators, and the legions that serve them are their thralls and then the Kindred. Those whom are rejected become second-class, as primitive sapients whom reluctantly answer the call of their own kind not by any bonds other than the Dominators’ powerful telepathy and psionic coercion techniques.


    (Left: Kindred machete, Center & Right: Kindred masks)

    II. ATTRIBUTES

    - Information & Stealth Superiority
    The Kindred are guerrilla fighters and space-time hunters, whom utilize detectors and stealth with the greatest of ability. They possess camouflaged units of whom must decloak to attack, as well as phasing units of whom phase in and out of existence with a consistent rate. Various units are capable of revealing the battlefield to them, such as the Pointer’s Flares, or the Pathfinder’s Trail-Blazing ability.

    - Essence Absorption
    The Kindred are able to automatically absorb the essences of fallen ones to replenish their health and/or energy. When health and/or energy is at maximum, this material is transformed into mineral and Vespene resources sent back to the Dominators to utilize.

    - Polymorphism
    The Kindred are capable of shapeshifting their morphable husks to meet the demands of the situation. Certain Kindred are also able to switch forms, or Aspects.

    - Fusion and Fission
    Thralls are able to perform fusion and fission with other units. Fused units function as a single entity deriving its best attributes from each individual fused unit, including having hitpoints and attack power being derived from the fused units. Fused units are able to attack multiple targets at once, the number depending on how many units are fused together. The result of fusion are well-rounded, independent, large units, that may separate whenever numerical superiority is required instead. The more units that are fused together, the slower that combined unit will be able to move – fusion is a tradeoff between quality or speed and numbers, doctrines that may describe the Protoss and Zerg.

    - Experience Levels: Rites of Passage
    The Kindred are constantly learning new techniques and skills to deal with the threats of their territories. Rather than upgrading weapons and armors separately, these are done together as Rites of Passages for the Kindred to advance towards. Rites of Passages are accomplished by obtaining kills in battle; the more they fight and survive in battles, the stronger they become, and the more abilities that will be opened up for them. The Kindred are capable of achieving up to three experience levels. Experience Levels are represented as stars that hover above the unit’s model. Experience plays a large part in how the Kindred respond to threats as well as how they continually learn and evolve.

    - Minion Masters
    Although the Kindred answer the call of their own kin, many do not answer directly to commands; these are independent units that require lesser Dominator sub-commanders to relay orders to them. Calling is an important ability for these lesser Dominators to replenish their numbers of Kindred. Kindred hunting warbands are composed of these “minion masters” coordinating attacks together by heading the many numbers of wild Kindred using their D-Wave instrument-assisted psionic abilities.

    - The Dominators
    The Kindred utilize the Dominators, those with the greatest attunement to the Benefactors, as beacons to call in more of their kind. They are huge beings whom summon kindred from beyond to manifest in the material planes. Dominators are considered both unit and structure, as the size of their husks demand it to be so; and as such, may be targeted by enemy unit-affecting abilities.

    - Pantheon of Benefactors
    As though their gods, the Kindred summon them in various areas of their existence to aid them. Many different types of Benefactors have lead the Kindred to accomplish a variety of objectives over their many generations.

    - D-Wave Weaponry
    Mysterious technologies even to the Kindred, Dimensional Wave weaponry generate rifts in the dimensions when emitted, capable of ripping apart targets at the molecular level. D-Wave technology has the side effect of accidentally letting unwanted entities from beyond the dimensions into this dimension, called Denizens. It is documented that one out of fifty uses may result in the accidental spawning of a Denizen from the dimensions beyond. Because of the unstable nature of D-Waves, this technology must be coupled with psychokinetic control in order for the D-Wave weapon to achieve its full focused potential; as such, the weapons’ power depend on their wielders. Upon death or detachment from the Kindred body that these weapons are fused into, both the weapon and the body will disintegrate altogether to prevent such technologies from falling into enemy hands.

    - Territory
    The Kindred, like the space-time beasts that they hunt, are territorial, marking their space with totems to which act as home beacons to the Kindred, as well as gives some limited measure of defenses. It is only within their territories that the Kindred will manifest in; although there exists methods of materializing anywhere, the Kindred mostly rely on their homing beacons to guide them through unfamiliar territory.

    III. UNITS

    Thrall
    Role: Harvester, Unit Morph
    Origin: Manifested by a Founder
    Hitpoints: Light Infantry
    Attack:
    - Siphon Channel – Short Range targets Ground
    - D-Wave Shatterbeam Emitter (within range of Supplier) – Medium Range targets Ground with Splash Damage, can move and attack at the same time
    Movement: Ground, Average Speed
    Size: 1
    Supply: 1
    Attributes: Biological

    Thralls are bodies to which the Benefactors are able to control directly, and at later stages, incarnate within entirely. They are the main unit/population that becomes other units through manifestation. The most promising of husks go on to become lesser Dominators. At first, Thralls will be your resource gatherers, whom are naturally attuned to the terrain that they harvest from. Thralls harvest resources by channelling siphoned Minerals and Vespene Gas from resource deposits, which goes back to the Dominators for them to incubate more Thralls, or for the Thrall bodies to shapeshift into more advanced forms. Their bodies requires Minerals to grow; later forms require the addition of Vespene Gas. Thralls are able to fuse with other units to become even larger and more effective units, offering the materials of their husk and their siphoning abilities to bare on the enemy.

    • (Essence Absorption) – Upon achieving a kill, this unit will replenish itself with the materials absorbed from the destroyed enemy. Remaining materials are sent to the Dominators to be added into the Kindred’s mineral and Vespene resource pools.

      (Camouflaged) – This unit will slowly become cloaked when not attacking or performing actions for awhile. This unit may move cloaked. Attacking or performing actions will cause this unit to decloak. Enemies bumping into this unit will also cause the unit to decloak. All enemy-affecting passive abilities will be turned off when cloaked. When cloaked, this unit won’t attack unless directed to attack. When cloaked and attacked, this unit will decloak to attack back.

      (Fusable 1 Slot) – Other units whom have the Fusion ability are able to fuse with this unit.

      Fusion – Fuses this unit with another. When fused with another unit, this unit will offer its current total hitpoints, energy, attack power, attack type, and attack range to the unit; however, abilities from this unit will not be inherited in the final fused unit. The types of abilities available to a fused unit are those that originally belonged to the base unit that possessed the slots for fusion.

      Fission – Separates a fused unit back to their original forms. When damaged, all damage will be distributed to all separated entities.

      Summon Benefactors, Balathi Gatherers (requires research) – Calls upon the Balathi Benefactors from the dimensions beyond to boost units’ gathering (for workers) or raiding (for attackers) effectiveness by at least 200% for a short period of time, for friendly units within the area of effect. The more Thralls that participate in the ritual, the more powerful the result.

      Summon Benefactors, Sha’Toh Restorers (requires research) – Calls upon the Sha’Toh Benefactors from the dimensions beyond to heal units within the area of effect (long-range) for a period of time. This ability is indiscriminate – healing both allies and enemies caught in the area of effect. The more Thralls that participate in the ritual, the more powerful the result.

      Manifest Pointer (must be in range of a Monitor) – Will summon the lesser Dominators to manifest a Pointer (scout and harasser infantry) from this Thrall’s husk. This ability requires only 1 Thrall to perform. Manifestation will use up the Thrall.

      Manifest Beast (must be in range of a Monitor) – Will summon the lesser Dominators to manifest a Beast (fast attack infantry) from this Thrall’s husk. This ability requires only 1 Thrall to perform. Manifestation will use up the Thrall.

      Manifest Aspect Hunter (must be in range of a Predator) – Will summon the lesser Dominators to manifest an Aspect Hunter (heavy specialized infantry) from this Thrall’s husk. This ability requires only 1 Thrall to perform. Manifestation will use up the Thrall.

      Manifest Sapper (must be in range of a Predator) – Will summon the lesser Dominators to manifest a Sapper (support infantry) from this Thrall’s husk. This ability requires only 1 Thrall to perform. Manifestation will use up the Thrall.

      Manifest Geomancer (must be in range of a Doombringer) – Will summon the lesser Dominators to manifest a Geomancer (light armored unit) from this Thrall’s husk. This ability requires 2 Thralls to perform. Manifestation will use up the Thralls.

      Manifest Warlord (must be in range of a Doombringer) – Will summon the lesser Dominators to manifest a Warlord (medium armored minion control unit) from this Thrall’s husk. This ability requires 4 Thralls to perform. Manifestation will use up the Thralls.

      Manifest Champion (must be in range of a Doombringer and Desolator) – Will summon the lesser Dominators to manifest a Champion (heavy armored unit) from this Thrall’s husk. This ability requires 6 Thralls to perform. Manifestation will use up the Thralls.

      Manifest Pathfinder (must be in range of a Monitor and Volant) – Will summon the lesser Dominators to manifest a Pathfinder (detector and phased air transport) from this Thrall’s husk. This ability requires 2 Thralls to perform. Manifestation will use up the Thralls.

      Manifest Renegade (must be in range of a Predator and Volant) – Will summon the lesser Dominators to manifest a Renegade (air to air fighter unit) from this Thrall’s husk. This ability requires 3 Thralls to perform. Manifestation will use up the Thralls.

      Manifest Vagabond (must be in range of a Doombringer and Volant) – Will summon the lesser Dominators to manifest a Vagabond (air to ground bomber unit) from this Thrall’s husk. This ability requires 6 Thralls to perform. Manifestation will use up the Thralls.

      Manifest Destroyer (must be in range of a Doombringer, Desolator, and Volant)– Will summon the lesser Dominators to manifest a Destroyer (super air unit) from this Thrall’s husk. This ability requires 8 Thralls to perform. Manifestation will use up the Thralls.


    Supplier
    Role: Supply, Construction
    Origin: Manifested by a Founder
    Hitpoints: Medium-Sized Structure
    Attack: None
    Movement: Ground, Average Speed
    Size: 4
    Supply: Grants Supply
    Attributes: Mechanical

    When the primitive Kindred first came together as a lose union of clades, their Benefactors appeared before them and gifted them advanced technologies. The result for the Kindred is a mix of high-tech and primitive methods of handling battles and battle logistics. Although the Kindred may utilize the technologies of the Benefactors, they do not understand it, and they see their relics as powerful and mysterious. To provide the fuel necessary for their relics to work they utilize Suppliers to carry battlefield munitions to and fro, as well as to provide rudimentary protection to units within vicinity of the Supplier. Suppliers allow all friendly Kindred units within range to utilize their long-range D-Wave weaponry, as opposed to their native medium or close range implements. Suppliers are able to plant Totems to mark their territories for the Kindred to manifest within; like the beasts of space and time that they hunt, the Kindred are territorial and utilize Suppliers to mark their abodes.

    Suppliers are operated by D-Wave technicians, engineers whom do the best of their ability to understand their mysterious technological gifts. These D-Wave technicians are called Sounders, for with their psionic relic-instruments they are capable of manipulating the most chaos-minded of Kindred to appear before the Dominators to be utilized in the hunt. With their emitters, they may turn entire battles to their favor.

    • (Supplier) – Supplies all units within vicinity of this unit with fuel to power their ultratech D-Wave weaponry. D-Wave weapons posses long range, wide fire arcs.

      (Fusable 4 Slots) – Other units whom have the Fusion ability are able to fuse with this unit.

      (Protection Charm) (requires research) – With the added-on relic-charm that becomes central to the Supplier, the Supplier is able to emit a protection field to which will grant damage-dampening bonuses to units within the field.

      Hunting Biorhythm – For a short period of time, this Supplier will emit a transdimensional rhythmic signal that restores the energy of all friendly units within range of the Supplier.

      Plant/Unplant Kindred Totem – The Supplier will plant a defensive structure to which acts as a territorial marker and beacon indicating where the Kindred may manifest, in addition to the territories already established by the Dominators’ own signal radii.

      Manifest Founder – Will summon the Dominators to manifest a Founder (command structure) from the materials of this Supplier. Manifestation will use up the Supplier.

      Manifest Cultivator – Will summon the Dominators to manifest a Cultivator (Vespene gathering structure) from the materials of this Supplier. Manifestation will use up the Supplier.

      Manifest Monitor – Will summon the Dominators to manifest a Monitor (early fighter and scout units structure) from the materials of this Supplier. Manifestation will use up the Supplier.

      Manifest Predator – Will summon the Dominators to manifest a Predator (middle fighter units structure) from the materials of this Supplier. Manifestation will use up the Supplier.

      Manifest Doombringer – Will summon the Dominators to manifest a Doombringer (late fighter and siege units structure) from the materials of this Supplier. Manifestation will use up the Supplier.

      Manifest Desolator – Will summon the Dominators to manifest a Desolator (ground units tech structure) from the materials of this Supplier. Manifestation will use up the Supplier.

      Manifest Volant – Will summon the Dominators to manifest a Volant (air units tech structure) from the materials of this Supplier. Manifestation will use up the Supplier.

      Manifest Custodian – Will summon the Dominators to manifest a Custodian (defensive tech structure) from the materials of this Supplier. Manifestation will use up the Supplier.

      Manifest Harbinger – Will summon the Dominators to manifest a Harbinger (leveling tech structure) from the materials of this Supplier. Manifestation will use up the Supplier.


    Kindred
    Role: Uncontrollable, Medium Infantry
    Origin: From the Dimensions Beyond
    Hitpoints: Medium Infantry
    Attack:
    - Various Kindred Melee Implements – Close Range targets Ground
    - Various Kindred Throwing Implements – Medium Range targets Ground and Air
    - D-Wave Sonic Emitter (within range of Supplier) – Medium Range targets Ground and Air with Wide-Arc Damage, can move and attack at the same time
    Movement: Ground, Average Speed
    Size: 1
    Supply: None
    Attributes: Biological


    (Kindred with Familiar)

    Mutant rampagers of the dimensions whom are a byproduct of experimentation by the Benefactors, accidental occurrences, or rejection by the higher dimensions. They are highly unstable; many do not live past a battle as their timeframes do not allow them to exist as so; others are a paradox of creation, and are set to self-destruct in a moment. Vast differences in genealogies are present in the Kindred; however varied they are, they answer the call of their own kindred all the same. They cannot be commanded directly, only through the signal beacons of the Dominators or lesser Dominators may they become manipulated at best, to perform desired tasks. The Kindred manifest themselves in the territorial markings and vicinities of Suppliers seemingly at random; you may increase the rate of this by creating more Suppliers.

    The Kindred utilize their bodies and minds as weapons, from mutated claws to tentacles to advanced psionic techniques, in addition to the mix of hunting tools developed by themselves to the ultratech relics gifted from their Benefactors. Implements commonly utilized by the Kindred include warhead-tipped javelins, spherical bombs launched by sling, and crystal-tipped spears and knives for close-quarters combat. Although primitive, the weapons they wield are launched silently, and upon impact are quite deadly. When within range of a Supplier however, they are able to utilize their high-tech wide-arc long-range Dimensional Wave weaponry, technologies gifted to them by the Benefactors. They communicate telepathically, furthering their stealth capabilities; one out of every five Kindred will most likely be an advanced psychokinetic telepath with increase attack potential as well as being a bit more difficult to destroy, as they shield themselves with a psionic forcefield. All Kindred are able to shapeshift parts of their body or their entire husk if the need arises; they utilize this as a form of hit-recovery, where they adapt to enemy firepower and become more difficult to damage the same way.

    • (Essence Absorption) – Upon achieving a kill, this unit will replenish itself with the materials absorbed from the destroyed enemy.

      (Camouflaged) – This unit will slowly become cloaked when not attacking or performing actions for awhile. This unit may move cloaked. Attacking or performing actions will cause this unit to decloak. Enemies bumping into this unit will also cause the unit to decloak. All enemy-affecting passive abilities will be turned off when cloaked. When cloaked, this unit won’t attack unless directed to attack. When cloaked and attacked, this unit will decloak to attack back.

      Manifest – Kindred are able to appear and disappear at will; however, they will not retreat from a fight unless you tell them to do so.


    Familiar
    Role: Uncontrollable, Support
    Origin: Morphed from a slain Kindred
    Hitpoints: None
    Attack: Transdimensional Claws – Close Range
    Movement: Ground (for ground units) or Air (for air units)
    Size: None
    Supply: None
    Attributes: Transdimensional

    Kindred whom become slain transform into Familiars, transdimensional entities whom attach themselves to existing units to grant them additional sight radius and energy, as well as aid them in combat. Familiars are entities whom help guide the Kindred with their endeavors upon the material dimensions. They are also used in battle in times of conflict among the factions of space and time. They resemble the space-time beasts that the Kindred hunt, except that they are brightly emanating. Once their masters have passed, the Familiars will leave them. Only one familiar may be attached per existing unit at a time. Familiar attachment priority is from the newest unit to the oldest unit. Kindred whom become Ascended Kindred cannot become Familiars.

    Pointer
    Role: Light Infantry
    Origin: Manifested from a Thrall in range of a Monitor
    Hitpoints: Light Infantry
    Attack:
    - Psi-Assisted Warhead Throwing Spears – Medium Range targets Ground with Splash Damage
    - Fused D-Wave Pulsebeam Rifle (within range of Supplier) – Long Range targets Ground with Line-of-Sight Damage
    Movement: Ground, Average-Fast Speed
    Size: 1
    Supply: 1
    Attributes: Biological

    Pointers are lesser Dominators armed with psi-driven sonic instruments that are capable of commanding Kindred to do the bidding of their Benefactors. They are able to point out targets for Kindred to mobilize towards and attack, or positions for Kindred to hold ground. They are a light infantry whom have learned the textures of their environs and can shapeshift to camouflage themselves. Their attacks are light and mid-ranged, aimed for skirmishes and harassment. When within range of a Supplier, they unleash their rippling long-range attack, which the strength of this depends on their level. At higher levels, Pointers are also able to call upon the Benefactors to cause some damage for some time at a designated location. Calling upon the Benefactors in this manner requires the Pointers to perform a summoning ritual to which will put the Pointer at risk for attack. Pointers work in small warbands, and do no fuse with other units.

    • (Essence Absorption) – Upon achieving a kill, this unit will replenish itself with the materials absorbed from the destroyed enemy. Remaining materials are sent to the Dominators to be added into the Kindred’s mineral and Vespene resource pools.

      (Camouflaged) – This unit will slowly become cloaked when not attacking or performing actions for awhile. This unit may move cloaked. Attacking or performing actions will cause this unit to decloak. Enemies bumping into this unit will also cause the unit to decloak. All enemy-affecting passive abilities will be turned off when cloaked. When cloaked, this unit won’t attack unless directed to attack. When cloaked and attacked, this unit will decloak to attack back.

      (Discus Drone) (requires Level 3 advancement) – A rather large and unwieldy disk-like contraption with multiple blades emerging from it that is the Pointer’s trusty companion (besides its Familiar), the Discus Drone. A Kindred technology, they are launched into the air via discus-throw, and kept afloat by its spinning blades. Once they are in air they will function as a self-automated unit, driven by telepathic means. Discus Drones fly and accompany Pointers in their hunting excursions into unknown territories, lending their melee capabilities that are able to slow down foes for the Pointers to finish off with long-range weaponry. The Discus Drone may only attack ground units.

      Point Kindred – Points to a position (long-range) for the Kindred to take position; the Kindred will attack-move to that location. This ability will point up to 12 Kindred at a time.

      Flare (requires research) – Pointers have an infused third eye to see into the planes to distinguish inanimate matter from those that radiate life. Flare is a temporary device that disintegrates after a length of time, and allows them to see into an area during that time. To use this ability, Pointers throw these observation markers at the designation location (mid-range), which removes the fog-of-war and reveals any hidden units at that location for a temporary time.

      Summon Benefactors, Xo Hunters (requires research, requires Level 1 advancement) – Calls upon the Xo Benefactors from the dimensions beyond to summon a group of immobile hunters to wreck ranged havoc upon a specified area (long-range) for a period of time. This ability only harms enemy units caught within the area of effect. The more Pointers that participate in this ritual, the more hunters whom will appear, and the more powerful the result.

      Hyperwave Emission (requires Level 2 advancement) – Hyperwave Emissions circumvent armor, only to emerge back into the material dimensions to make their point of contact behind the barrier. This is a technique that requires the use of the Pointer’s clairvoyantly telekinetic Third Eye. Enables attacks to bypass armor for a temporary time.


    Beast
    Role: Fast Attack
    Origin: Manifested from a Thrall in range of a Monitor
    Hitpoints: Light Infantry
    Attack:
    - Transdimensional Tentacles – Close Range targets Ground
    - Fused Transdimensional Tentacle D-Wave Emitters – Medium Range targets Ground with Splash Damage
    Movement: Ground, Very Fast Speed
    Size: 1
    Supply: 1
    Attributes: Biological

    For the longest time the Protoss-Zerg hybrids were nothing more than bestial-minded, rampaging through the dimensions destroying and consuming everything in their paths. When the clades came together as Kindred and to form a hierarchical union of such hybrid entities material and transdimensional alike, these monstrous beings were revisited, and came under their control via Benefactor technologies. Beasts are Thralls whom undergo a special type of shapeshifting retaining feral forms that are highly effective at mobility and melee combat. Their constantly shifting bodies are able to shapeshift into a variety of forms to meet the needs of the battlefield; when it’s hitpoints reach a critical level, their legs morph becoming faster, and when they stumble upon barriers in their paths it is known that many are capable of sprouting wings. Their role in the Kindred clades is as a fast attacker, as well as providing mounts to other Kindred to fuse onto. Beasts provide additional mobility to fused infantry as though being mounted, and come with a close-quarters tentacle-based attack effective at staving off enemies. Beasts are affected just as well by the effects of the Supplier, increasing their melee attack range to a mid-ranged attack with splash damage. With their monstrous telepathic presence, higher-leveled Beasts are capable emitting a dimensional-warping radius that paralyze enemies with fear, slowing down their movement and attack speeds.

    • (Essence Absorption) – Upon achieving a kill, this unit will replenish itself with the materials absorbed from the destroyed enemy. Remaining materials are sent to the Dominators to be added into the Kindred’s mineral and Vespene resource pools.

      (Camouflaged) – This unit will slowly become cloaked when not attacking or performing actions for awhile. This unit may move cloaked. Attacking or performing actions will cause this unit to decloak. Enemies bumping into this unit will also cause the unit to decloak. All enemy-affecting passive abilities will be turned off when cloaked. When cloaked, this unit won’t attack unless directed to attack. When cloaked and attacked, this unit will decloak to attack back.

      (Fusable 1 Slot) – Other units whom have the Fusion ability are able to fuse with this unit.

      (Raptor Wing Morph) (requires Level 2 advancement) – Allows the Beast to fly across chasms, up and down cliffs, and across barriers. Upon landing, the unused wings will morph back into the Beast’s husk.

      (Beast’s Telepathic Presence) (requires Level 3 advancement) – When an enemy is within vicinity of this unit, its movement and attack rate will be slowed.

      Energy Aspect (requires Level 1 advancement) – Switches form into an energy being capable of moving with faster speed and doing extra melee damage. This form requires a cost of mana, and depletes mana over time.


    Aspect Hunter
    Role: Heavy Infantry
    Origin: Manifested from a Thrall in range of a Predator
    Hitpoints: x3 Medium Infantry Aspects
    Attack:
    - Hunting Dart Shooter (Medium Aspect) – Medium Range targets Ground or Air
    - Fused D-Wave Shockwave Rifle (Medium Aspect, within range of Supplier) – Medium-Long Range targets Ground or Air
    - Saw-Bladed Fists (Low Aspect) – Close Range targets Ground
    - Fused D-Ripper Emitters (Low Aspect, within range of Supplier) – Close-Medium Range targets Ground
    - Shoulder-Mounted Shuriken Launcher (High Aspect) – Medium Range targets Air
    - Fused Psi-Guided D-Wave Pod Launcher (High Aspect, within range of Supplier) – Medium-Long Range targets Air, can move and attack at the same time
    Movement: Ground, Average Speed
    Size: 1
    Supply: 1
    Attributes: Biological

    The Kindred Thralls and their many incarnations are created as weapons of war, and nothing exemplifies this more than the Aspect Hunters. As a fusion of biological and Benefactor technological parts, Aspect Hunters are bristling with weaponry to deal with the many different kinds of threats they encounter. Being experts at hunting particular prey, Aspect Hunters are found in every excursion formed by the Dominators. They have the ability to switch between alternate dimensional selves, or Aspects, to which are capable of absorbing damage each and prolonging the entire unit overall. Each alternate Aspect specializes in a particular type of attack, which ranges from anti-air, anti-ground, to a default aspect which is a weaker form of both combined. Aspect Hunters have multiple faces and possess several weapons for each Aspect – the face facing forward is the mode that they have chosen. Higher leveled Aspect Hunters are able to call upon the Benefactors to gift them with powerful relic-weapons to unleash specific damage against targets. Aspect Hunters are able to fuse themselves with other fusable units to form larger, more powerful kindred capable of offering either a more well-rounded or specialized approach towards tackling the gigantic monstrosities of space and time.

    • (Essence Absorption) – Upon achieving a kill, this unit will replenish itself with the materials absorbed from the destroyed enemy. Remaining materials are sent to the Dominators to be added into the Kindred’s mineral and Vespene resource pools.

      Fusion – Fuses this unit with another. When fused with another unit, this unit will offer its current total hitpoints, energy, attack power, attack type, and attack range to the unit; however, abilities from this unit will not be inherited in the final fused unit. The types of abilities available to a fused unit are those that originally belonged to the base unit that possessed the slots for fusion.

      Fission – Separates a fused unit back to their original forms. When damaged, all damage will be distributed to all separated entities.

      Medium Aspect – Will switch aspect to attack both air and ground, but with light damage. This is the default aspect for the Aspect Hunter. Switching to an aspect will load up the hitpoints of that particular aspect; this will be done automatically if unit reaches critical hitpoints. While in this aspect, the hunting dart shooter or D-Wave Shockwave rifle (if within range of Supplier) will be utilized.

      Low Aspect (requires research) – Will switch aspect to close-range anti-ground. Switching to an aspect will load up the hitpoints of that particular aspect; this will be done automatically if unit reaches critical hitpoints. While in this aspect, the saw-bladed fists will flip from the hands to be utilized. Low Aspect grants this unit +1 armor.

      High Aspect (requires research) – Will switch aspect to medium-range anti-air. Switching to an aspect will load up the hitpoints of that particular aspect; this will be done automatically if unit reaches critical hitpoints. While in this aspect, the shouldered explosive shuriken launchers or the Psi-Guided D-Wave Pods of the Aspect Hunter will be utilized.

      Summon Benefactors, Gensu’Dar Armaments (requires research, requires Level 1 advancement) – Calls upon the Gensu’Dar Benefactors from the dimensions beyond to grant the Aspect Hunters advanced weaponry, enhancing damage output of the Aspect Hunters. These weapons have limited amount of ammunition regardless of whether they are in range of a Supplier, and will disintegrate once their ammunition has run out. Gensu’Dar Armament attack power depends on the level of the Aspect Hunter.


    Sapper
    Role: Anti-Structure, Support
    Origin: Manifested from a Thrall in range of a Predator
    Hitpoints: Medium Infantry
    Attack:
    - Monomolecular Chainsaw Machete – Close Range targets Ground with Wide-Arc Damage
    - D-Wave “Limbo” Blade – Close-Medium Range targets Ground with Wide-Arc Damage
    Movement: Ground, Average Speed
    Size: 1
    Supply: 1
    Attributes: Biological


    (Kindred Sapper)

    In the many generations of hybrids that existed, there have been many Benefactor rulers, and many internal battles as the pantheons of the Benefactors fought amongst themselves for control over the Kindred. In these times, what arose was a peculiar type of Kindred hunter who excels at hunting their own kind, an anti-Kindred and anti-Dominator unit armed with technologies to deal with both. These are the Sappers, hunters whom are armed with a plethora of traps and weapons to make quick work out of enemy structures and infantry. They are solitary, working solo to carry prey back from the hunt; as such, they do not perform fusion with other units. Tools utilized by the Sapper include a wide variety of implements that range from vertigo-dimension trap-nets, to reality-altering mines, harpoons, and a wide-arc monomolecular chainsaw machete that is exceptional against structures, grinding their foundations into the ground. A common tactic regarding their harpoons is to latch them onto unsuspecting victims, and pull them into a field of traps and mines. They also utilize their harpoons in other ingenious ways, pulling themselves to structures or targets towards them to utilize their machetes.

    • (Essence Absorption) – Upon achieving a kill, this unit will replenish itself with the materials absorbed from the destroyed enemy. Remaining materials are sent to the Dominators to be added into the Kindred’s mineral and Vespene resource pools.

      (Camouflaged) – This unit will slowly become cloaked when not attacking or performing actions for awhile. This unit may move cloaked. Attacking or performing actions will cause this unit to decloak. Enemies bumping into this unit will also cause the unit to decloak. All enemy-affecting passive abilities will be turned off when cloaked. When cloaked, this unit won’t attack unless directed to attack. When cloaked and attacked, this unit will decloak to attack back.

      (Grappling Harpoon) – Shoots a harpoon to which latches onto a ground target. If the target is a unit, the unit will be dragged towards the Sapper with speed depending on the size of the unit. If the target is a structure, the Sapper will begin to move towards it at high speeds. Higher leveled Sappers are able to utilize harpoons that latch onto multiple targets at once to drag them towards the Sapper. The grappling harpoon may also be used to scale cliffs and short gaps; this unit is capable of climbing and descending from cliffs and barriers, as well as swinging across short chasms.

      Monomolecular Caltrops (requires research) – Scatters a collection of caltrops in the specified area. Any units that pass over that area will experience some hitpoints damage.

      Aberration Rift-Mine (requires Level 1 advancement) – Mines that when detonated, alter the reality-dimension of those caught in the blast radius. Monstrous entities emerge from the rift created by the blast to slowly devour victims without discrimination for some time.

      Vertigo Dimension Trap-Net (requires Level 2 advancement) – Places a unit into vertigo temporarily, unable to move or attack. If an air unit, the air unit will be lowered onto the ground. Prey whom are caught this way wait to become slain for their essences to be consumed by the Kindred.

      D-Shroud Detonator (requires Level 3 advancement) – Deploys a bomb that creates a cloud of transdimensional fog, surrounding friendly units caught within its blast. Friendly units that were caught within the D-Shroud blast will be cloaked and remain cloaked when they move out of the blast radius for a short period of time.


    Geomancer
    Role: Light Armor
    Origin: Manifested from two Thralls in range of a Doombringer
    Hitpoints: Light Armored Unit
    Attack:
    - Geomancy, Terrain-Rippling – Medium Range targets Ground with Wide-Arc Damage
    - Geomancy, D-Wave Enhancement (within range of Supplier) – Long Range targets Ground with Wide-Arc Damage
    - Geomancy, Psychokinetic Stone-Throwing – Medium Range targets Air
    - Geomancy, Psi-Guided D-Wave Warheads (within range of Supplier) – Long Range targets Air with Wide-Arc Damage, can move and attack at the same time
    Movement: Ground, Average-Slow Speed
    Size: 2
    Supply: 2
    Attributes: Biological, Inorganic

    Psionically-attuned beings whom are exceptionally gifted in the realms of psychokinesis and telepathy become known as Geomancers, field mystics capable of manipulating solid matter to their whim. Donning their infamous masks and clad in hulking stone armor, they are light armored units whom are capable of regenerating their outer husks through a form of psychokinesis that aims at manipulating solid matter. Geomancers are composed of two parts – the inner operator, and the outer shell that is composed of stone, crystal, ore, or magma. Geomancers have the ability to replenish this armor if given the chance. Once the outer husk and its merged units are destroyed, the inner unit will be freed, functioning as a medium infantry unit. Geomancers are able to transport themselves over vast distances via Shape, to which will reform itself out of the ground it came from. Geomancers come with anti-air measures as well as a planar-rippling anti-infantry splash weapon that utilizes the terrain to attack foes. When further armed by a Supplier, Geomancers utilize multi-dimensional weapons that possess better range and splash radius.

    • (Essence Absorption) – Upon achieving a kill, this unit will replenish itself with the materials absorbed from the destroyed enemy. Remaining materials are sent to the Dominators to be added into the Kindred’s mineral and Vespene resource pools.

      (Camouflaged) – This unit will slowly become cloaked when not attacking or performing actions for awhile. This unit may move cloaked. Attacking or performing actions will cause this unit to decloak. Enemies bumping into this unit will also cause the unit to decloak. All enemy-affecting passive abilities will be turned off when cloaked. When cloaked, this unit won’t attack unless directed to attack. When cloaked and attacked, this unit will decloak to attack back.

      (Replenishing Husk) – This unit is capable of regenerating its outer shell if given the chance (must not attack or move). This unit begins without a shell, and must obtain one by being immobile for a length of time. At Level 0, the Husk is made out of stone and rock. At Level 1, crystal; at Level 2, metallic ore; and at Level 3, magma.

      (Fusable 1 Slot) – Other units whom have the Fusion ability are able to fuse with this unit.

      Shape (requires research, requires Level 1 advancement) – Geomancers are able to shape themselves out of the terrain materials they come from over large distances. It is a type of teleportation that leaves the old shell behind to decompose and as a dummy for enemies to attack.

      Manifest Golem (requires Level 2 advancement) – Manifests a slow-moving Golem from the ground to attack ground and air units with its stone-throwing capabilities. Golems are slow-moving defensive entities given semi-sentience by the Geomancer.

      Start/Stop Quake (requires Level 3 advancement) – Will cause an area to receive constant damage for a length of time, harming both friendly and enemy units and structures within the area of effect. This ability will constantly drain the Geomancer’s energy until energy has run out; at this point, Quake will stop.


    Warlord
    Role: Heavy Infantry Band
    Origin: Manifested from two Thralls in range of a Doombringer
    Hitpoints: Heavy Infantry
    Attack:
    - Psi Bombs – Medium Range targets Ground with Splash Damage
    - Fused D-Wave Pulsebeam Cannon (within range of Supplier) – Long Range targets Ground with Splash Damage
    Movement: Ground, Average Speed
    Size: 4
    Supply: 4
    Attributes: Biological, Inorganic

    The greatest and most powerful of the lesser-Dominator sub-commanders go on to become Warlords, field generals capable of manipulating the wild and monstrous Kindred to form war parties with them, and to coordinate attacks with other Warlord-lead groups. Like the Pointers, the Warlords are capable of directing the Kindred with their immense psionic talents as aided by the Benefactors’ instruments; however, Warlords differ from Pointers in that they are capable of summoning Kindred directly in their vicinities, to which will surround and form a squad with the Warlord. Kindred attached to Warlords in this way will move and fight with the Warlord as though a single entity, although their hitpoints will be separate. To add more or replenish fallen ranks, the Warlord must rally them from Kindred territories. As the Warlord levels up, so too will its capacity to gain a greater number of followers. Warlords derive strength from their Kindred warbands; the more Kindred there are in a Warlord’s band, the more powerful their attacks become.

    As Thralls whom are greatly attuned to the energies of the Benefactors, Warlords wield powerful attack and defense. Warlords are armed with slow-moving anti-armor psi bombs, targeted at ground prey. When within the vicinity of a Supplier, they are capable of unleashing a slow-moving piercing long-range attack at ground units. In addition to their fusion, they are encased within hovering, specially-made battle armor; as such, Warlords tower above other Kindred.

    • (Essence Absorption) – Upon achieving a kill, this unit will replenish itself with the materials absorbed from the destroyed enemy. Remaining materials are sent to the Dominators to be added into the Kindred’s mineral and Vespene resource pools.

      (Fusable 2 Slots) – Other units whom have the Fusion ability are able to fuse with this unit.

      (Kindred Psionic Support) – The more Kindred there are in the Warlord’s warband, the more powerful the Warlord’s attacks become. Kindred whom are in the Warlord’s group will also gain bonuses in attack and defense from their Warlord.

      Call Kindred – Rallies Kindred (up to 16), replenishing the ranks around the Warlord. If the Warlord enters into a transport, the Kindred around it will disappear, and will reappear around the Warlord as soon as the Warlord unloads. At Level One, Call Kindred will call up to 4 Kindred to fill the ranks around the Warlord. At Level Two, 8 Kindred, and at Level Three, 16 Kindred. With the addition of Increased Warlord Psi Control, these numbers are increased by 2 per level.


    Champion
    Role: Heavy Armor
    Origin: Manifested from four Thralls in range of a Doombringer and Desolator
    Hitpoints: Heavy Armored Unit
    Attack:
    - Ion Spear – Medium Range targets Ground with Splash Damage
    - Ion Spear (within range of Supplier) – Long Range targets Ground with Splash Damage
    - Aeromancy – Medium Range targets Air with Splash Damage
    - Fused D-Wave Force Emanator (within range of Supplier) – Long Range targets Air with Splash Damage, can move and attack at the same time
    Movement: Ground, Slow Speed
    Size: 6
    Supply: 6
    Attributes: Biological, Inorganic

    Champions are demigod Kindred whom are born half-mortal half-incorporeal; and like their names, are revered hunters whom do battle amongst the stars against foes that are often larger than they are. Their roles as prized hunters are only heightened with their capacity to see beyond the fleshly dimensions and manipulate the immediate planes with super-Kindred strength, agility, and intelligence. Possessing overbearing size and weaponry compared to other Kindred bodies, Champions are formerly Thralls whom have been given a plethora of advancements in order to better house the essences of the Benefactors. Champions are equipped with a medium-range spear-like electrical bolt weapon that hits ground, and are armed with devices that hit air within a medium range via weather control. Attack range and radius are extended when within range of a Supplier. Champions are able to cover themselves with a force of gale that deflects projectiles for a while. Because of their size, they are able to be fused with up to 4 fusable infantry. Like the Warlord, Champions surround themselves with specially-made battle armor, making them more resilient to damage. Once the Champion chooses and analyzes its particular prey, all units that fit that description will be at the mercy of the Champion’s battle techniques.

    • (Essence Absorption) – Upon achieving a kill, this unit will replenish itself with the materials absorbed from the destroyed enemy. Remaining materials are sent to the Dominators to be added into the Kindred’s mineral and Vespene resource pools.

      (Fusable 4 Slots) – Other units whom have the Fusion ability are able to fuse with this unit.

      ([Unit Type] Slayer) – Once this Champion unit has used the Analyze Prey ability on an enemy unit, this Champion unit will excel at dealing damage against that particular unit type permanently.

      Telepathic Aggravation (requires research) – Aggravates any enemies in range to attack this unit for a short while instead of other units.

      Kinetic Gale (requires Level 1 advancement) – A psionic forcefield that deflects projectiles (but not melee) for a short period of time.

      Psychokinetic Exertion (requires Level 2 advancement) – Champions will exert their immense psionic capabilities to release a large-radius ion bolt blast (short deployment range) emanating around the area of deployment, damaging any enemies caught within the blast, as well as blowing them back for some distance. Units that are blown back may collide with other units behind them, damaging them.

      Analyze Prey (requires Level 3 advancement) – The first unit that the Champion analyzes will be the unit type that the Champion will excel at attacking afterwards permanently. Champions are able to do this because of their morphing weapon systems fused into their husks. Once a prey has been analyzed and weapons morphed, it will be permanent and cannot be changed.


    Pathfinder
    Role: Light Air, Revealer
    Origin: Manifested from two Thralls in range of a Monitor and Volant
    Hitpoints: Light Air
    Attack: None
    Movement: Air, Average-Fast Speed
    Size: 2
    Supply: 2
    Attributes: Mechanical, Biological

    The Pathfinder is an example of ultratech Benefactor technology merging with the lo-tech primitive pseudo-mystical ways of the wild Kindred. Pathfinders are vessel-entities, as merged morphed Thrall husks and starship components. As one of the mysterious technologies gifted to the Kindred by the Benefactors, components of the Pathfinder are capable of “planes walking”, or shifting into the outer dimensions disappearing from the material plane altogether. In doing so, the Pathfinder moves through space at a faster rate, and releases beacon indicators revealing all objects within the vicinity of its position, including hidden ones. The Kindred utilize Pathfinders to blaze trails in space-time in order for other Kindred to follow and establish new territories. Its constant phasing cycle not only acts for intelligence gathering, but it can be used as a defensive and supportive measure as well.

    • (Phasing Cycle) – Pathfinders phase in and out of reality at a constant rate, resetting enemy’s focus fire. When phasing out of reality, the unit ceases to exist temporarily, until it phases back into the material dimension again; during this time the unit cannot attack others nor can it be attacked itself. When phasing out of reality, the unit moves 1.5 times faster than when unphased. All status effects are also reset when phased out of reality. Phasing does not occur within your territory’s vicinities.

      (Trailblazer) – Pathfinders are guides to the Kindred; they drop temporary detection markers into unfamiliar territories per each re-phasing cycle to which are picked up by others. These markers disappear after a length of time, giving the Kindred ample time to see what is going on and what is occurring some time afterwards.

      Phased Fusion Transport, 1 Ground Unit – Pathfinders are capable of fusing themselves with massive ground units, and phase in and out of reality with the ground unit. They utilize this ability both as a type of supportive means of transportation as well as an attack. If fused with an enemy ground unit, each phasing session will damage the ground unit, while the ground unit can only attack back when unphased.

      Phasing Charm (requires research) – Allows the Pathfinder to extend its Phasing Cycle attributes to those within the vicinity of the Pathfinder. All status effects are reset when phased out of reality with the Phasing Charm.

      Open Dimensional Doorway (requires research) – Dimensional doorways are a form of long-distance transit that involves units stepping in through a generated portal originating from the Pathfinder to emerge anywhere in material dimension. Because the environs of the dimensions beyond are nigh bit unpredictable, random units whom utilize D-Doorways may suffer from structural damage, or even become lost altogether. There is a 1 in 10 chance that one or a small group of Denizens will escape from their confines to appear in front of the entry doorway maintained by the Pathfinder, or in the exit point. Each unit transit will cost the Pathfinder energy in transporting them via D-Doorway. Friendly units whom utilize the D-Doorway will emerge on the other side decloaked and stunned for a short period of time.


    Renegade
    Role: Medium Air-to-Air
    Origin: Manifested from 2 Thralls in range of a Predator and Volant
    Hitpoints: Medium Air
    Attack: Double D-Waveform Oscillators – Medium Range targets Air, can move and attack at the same time
    Movement: Air, Medium-Fast Speed
    Size: 3
    Supply: 3
    Attributes: Mechanical


    (A Renegade, top-down view)

    Renegade fighters are spacecraft piloted by specially designed Thralls whom are fused into the spacecraft itself, engineered by transdimensional entities known as the Benefactors. Also one of the gifts granted to the Kindred by their Benefactors, Renegades are highly advanced weapons, and will disintegrate when destroyed to prevent such technologies from becoming claimed by enemy hands. Renegades are capable of being fused with one other infantry unit with the fusion ability, and also have the ability to slowly camouflage themselves in air/space if they do not move or attack for some time. The two default Waveform Oscillators onboard the Renegade are capable of targeting two separate targets at once, or one single target for focused, amplified fire.

    • (Essence Absorption) – Upon achieving a kill, this unit will replenish itself with the materials absorbed from the destroyed enemy. Remaining materials are sent to the Dominators to be added into the Kindred’s mineral and Vespene resource pools.

      (Camouflaged) – This unit will slowly become cloaked when not attacking or performing actions for awhile. This unit may move cloaked. Attacking or performing actions will cause this unit to decloak. Enemies bumping into this unit will also cause the unit to decloak. All enemy-affecting passive abilities will be turned off when cloaked. When cloaked, this unit won’t attack unless directed to attack. When cloaked and attacked, this unit will decloak to attack back.

      (Fusable 1 Slot) – Other units whom have the Fusion ability are able to fuse with this unit.

      (D-Wave Point-Defense System) (requires research) – The many weapon systems onboard the Renegade allows it a rudimentary point-defense system, able to strike at shots against the Renegade before they get too close. Allows the Renegade the chance to deflect attacks from ground defensive structures.

      Fusion Boarding (requires Level 1 advancement) – Will fuse this unit with its target (must be an air target), and begin to attack from the inside-out. There will be a progress bar on how the boarding is progressing; once the progress bar has reached its maximum, the enemy unit is overcome and will be controlled by the Kindred.


    Vagabond
    Role: Heavy Air-to-Ground
    Origin: Manifested from 4 Thralls in range of a Doombringer and Volant
    Hitpoints: Heavy Air
    Attack: Ascended Kindred Bombard – Far Range targets Ground with Splash Damage, can move and attack at the same time
    Movement: Air, Average Speed
    Size: 6
    Supply: 6
    Attributes: Mechanical


    (A Vagabond flying in formation with Ascended Kindred)

    The Vagabond spacecraft contains a beacon to which calls to the Kindred to ascend into greater forms to be utilized by the Benefactors as weapons to fight against the enemy. Kindred whom are capable of answering this call become transformed into Ascended Kindred, and retain pure energetic forms that leave their old husks behind. Kindred called in this manner will hover alongside the Vagabond in a delta formation, to be unleashed upon the enemy as bombs. The Vagabond craft itself is a technological wonder; the Vagabond is quite large, capable of being fused with two other Kindred with the fusion ability. Those who pilot the Vagabonds retain powerful telepathic capabilities required to direct the Ascended Kindred to their targets.

    • (Essence Absorption) – Upon achieving a kill, this unit will replenish itself with the materials absorbed from the destroyed enemy. Remaining materials are sent to the Dominators to be added into the Kindred’s mineral and Vespene resource pools.

      (Beacon of Kindred Ascension) – The Vagabond is a beacon where Kindred may ascend to become transdimensional weapons to fight against the enemy even past their mortal deaths. Ascended Kindred will hover alongside the Vagabond in a delta formation; up to 8 Ascended Kindred (at third unit level) may do so. The number of Ascended Kindred available for the Vagabond to utilize depends on the Vagabond’s Rite of Passage Level. The Vagabond’s Ascended Kindred are regenerated at a constant rate, at the cost of Kindred whom are residing in your territories. Kindred whom become Ascended can never become a Familiar.

      (Fusable 2 Slots) – Other units whom have the Fusion ability are able to fuse with this unit.


    Destroyer
    Role: Super Heavy Air
    Origin: Manifested from eight Thralls in range of a Doombringer, Desolator, and Volant
    Hitpoints: Super Heavy Air
    Attack: Fused Transdimensional Tentacle D-Wave Emitters – Medium Range targets Ground and Air with Splash Damage
    Movement: Air, Slow Speed
    Size: 8
    Supply: 8
    Attributes: Transdimensional

    The Destroyer is a massive camouflaged air horror that dominates air fighting. The Protoss-Zerg hybrid Destroyers have come a long way since their first discoveries within various laboratories scattered across the stars. The Kindred Destroyer barely resembles those hybrids however, it is a unit that borrows the same name and function. Destroyers possess multiple tentacles that are capable of gripping onto multiple units to slowly crush them, draining them of their hitpoints. Each tentacle is treated as a separate unit with individual hitpoints, and may grow back over time if there is something to feed upon. They are kept afloat via psychokinetic means; Destroyers are downright powerful telepathic entities capable of causing havoc to the minds of those within the vicinity of the Destroyer. As well as harboring a powerful mind, their bodies are semi-incorporeal and may absorb attacks, only to emit the absorbed attacks back at the enemy. Destroyers carry their own dedicated Supplier plant, and as such, act as Suppliers for the Kindred as well.

    • (Essence Absorption) – Upon achieving a kill, this unit will replenish itself with the materials absorbed from the destroyed enemy. Remaining materials are sent to the Dominators to be added into the Kindred’s mineral and Vespene resource pools.

      (Camouflaged) – This unit will slowly become cloaked when not attacking or performing actions for awhile. This unit may move cloaked. Attacking or performing actions will cause this unit to decloak. Enemies bumping into this unit will also cause the unit to decloak. All enemy-affecting passive abilities will be turned off when cloaked. When cloaked, this unit won’t attack unless directed to attack. When cloaked and attacked, this unit will decloak to attack back.

      (Supplier) – Supplies all units within vicinity of this Supplier with fuel to power their high-tech D-Wave weaponry. D-Wave weapons posses long range, wide fire arcs.

      (D-Wave Amplifier) (requires Level 1 advancement) – Amplifies D-Wave damage done by any friendly units within the vicinity of this unit.

      (Destroyer’s Telepathic Presence) (requires Level 2 advancement) – Emits a horrific aura, which will cause a random enemy unit within the Destroyer’s radius to join the ranks of the Kindred every few moments.

      Attack Mimicry (requires Level 3 advancement) – For a temporary time, this unit will absorb and reflect attacks (including abilities) back at the enemy.


    IV. STRUCTURES

    Structures of the Kindred come in the form of the Dominators, the Kindred’s Benefactors whom manifest themselves within the large husks of specially incubated Thrall bodies. They are capable of walking towards destinations with a slow speed, able to cliff-walk, and engage in close-quarters combat with both air and ground units; however in doing so, they will not be able to train units or receive resources. Unit/structure production will be paused if the Dominator decides to attack while producing units. They are also able to absorb the essences of those whom they have slain (or Kindred whom are sacrificed to them). A few of them are detectors. The main structure manifests Thralls and other Dominators, and those in turn manifest other units from Thralls. Certain units require the Dominators to be in range of their required tech Dominator in order to produce that unit. All enemy abilities that work on units work on the Dominators as well. Dominators are able to be transported by a transporter as though infantry. All Dominators come with their own dedicated Suppliers and as such are also supply structures.

    For Thralls to become other units, they must first be in range of the required Dominators in order to begin their manifestation. Once the manifestation is finished and body inhabited by new entities, the Thrall will possess its new body, a fusion of advanced Benefactor technology and native biology. Units undergoing manifestation can be attacked just like how a Zerg egg or Protoss Archon merge process can be attacked. However, if the required Dominators are not in range, the manifestation will quickly degenerate, and the Thrall body will be returned back to its original state. Increase the speed and effectiveness of the Founder Dominator’s Thrall production by assigning Thralls to perform ritual with the Founder. The larger the size of the unit, the greater the speed will result. You may also increase the speed of other Dominator’s research times through ritual as well.

    Founder
    Role: Command
    Origin: Manifested from a Supplier
    Hitpoints: Large Structure
    Attack: Materializer Beam – Short Range targets Ground or Air
    Movement: Ground, Very Slow Speed
    Size: 6
    Supply: None
    Attributes: Biological

    Manifests Thralls and Suppliers. Founders are capable of manifesting two entities at once, one in each hand. Founder Dominators materialize husks by focusing the raw materials in their hands via psionics. Scores of electrical arcs and wave emanations may emit from their focus-point. Once the materialization is finished, they place the form on the ground for it to fully embody its essence. This Dominator must be stationed and immobile in order to receive resources gathered by Thralls from mineral fields and Vespene geysers.

    • (Essence Absorption) – Upon achieving a kill, this unit-structure will replenish itself with the materials absorbed from the destroyed enemy. Remaining materials are sent to the Kindred’s mineral and Vespene resource pools.

      (Kindred Beacon) – This structure/unit is a territorial beacon for the Kindred to arrive at a steady rate.

      Inhabit – The mind of this Dominator is powerful enough to overcome any single unit (including enemy Dominators) to join with their side.

      Manifest Thrall – Will utilize raw resources to create a Thrall (worker unit).

      Manifest Supplier – Will utilize raw resources to create a Supplier (supply unit).


    Cultivator
    Role: Vespene Gatherer Structure
    Origin: Manifested from a Supplier
    Hitpoints: Medium Structure
    Attack: Materializer Beam – Short Range targets Ground or Air
    Movement: Ground, Slow Speed
    Size: 4
    Supply: None
    Attributes: Biological

    Cultivates geyser networks rich in Vespene Gas to be incorporated into the incubation of advanced Thrall husks.

    • (Essence Absorption) – Upon achieving a kill, this unit-structure will replenish itself with the materials absorbed from the destroyed enemy. Remaining materials are sent to the Kindred’s mineral and Vespene resource pools.

      (Kindred Beacon) – This structure/unit is a territorial beacon for the Kindred to arrive at a steady rate.

      Research Enhanced Material Fusion – This research will increase the number of Thralls it takes to manifest a Supplier; however at the same time, giving it more hitpoints and movement speed. This research will also increase the hitpoints of armored units and the Shaping range of the Geomancer.

      Research Increased Fusion Volume – This research will increase the number of fusion slots on fusable units by 2.

      Research Material Raider – This upgrade allows the Kindred to steal a number of minerals and Vespene from the enemy each time their attack hits, regardless if your Kindred units’ hitpoints is below maximum.

      Research Call Benefactors, Balathi Gatherers – Allows the Thralls to use the ability, Call Benefactors, Balathi Gatherers, which temporarily increases the rate of resource gathering or resource raiding of those within range of the call.


    Monitor
    Role: Early Fighter/Scout Units Enabler & Research
    Origin: Manifested from a Supplier
    Hitpoints: Medium Structure
    Attack: Materializer Beam – Short Range targets Ground or Air
    Movement: Ground, Slow Speed
    Size: 4
    Supply: None
    Attributes: Biological

    Manifests existing Thralls in range to become Pointers, Beasts, and Pathfinders (requires Volant in range). Monitors also research new abilities that increase the Kindred’s stealth and information-gathering abilities. Monitors are detectors, acting as the eyes for the Benefactors.

    • (Essence Absorption) – Upon achieving a kill, this unit-structure will replenish itself with the materials absorbed from the destroyed enemy. Remaining materials are sent to the Kindred’s mineral and Vespene resource pools.

      (Kindred Beacon) – This structure/unit is a territorial beacon for the Kindred to arrive at a steady rate.

      (Detector) – This structure/unit is a detector, capable of revealing cloaked units.

      Research Camouflage – Allows various Kindred units to become camouflaged, which grants them stealth except when performing actions or abilities.

      Research Transdimensional Camouflage – Increases the speed of which camouflaged units cloak.

      Research Extended Clairvoyance – Increases duration of which Flares and Pathfinder trails exist.

      Research Flare – Allows the Pointer to use its Flare ability, which is a detection marker that reveals cloaked units.

      Research Open Dimensional Doorway – Allows the Pathfinder to open a dimensional doorway into any place on the battlefield. Transit in this way is highly unstable and may result in randomly generated Denizens, hitpoints damage, and becoming stunned.


      Phasing Charm (requires research) – Allows the Pathfinder to extend its Phasing Cycle attributes to those within the vicinity of the Pathfinder.

      Produce Fog – Shrouds the Structure and nearby structures in a fog-of-war. Enemy units whom enter into this fog will have their sight radius reduced.


    Predator
    Role: Middle Fighter Units Enabler & Research
    Origin: Manifested from a Supplier
    Hitpoints: Medium Structure
    Attack: Bolter Spear – Medium Range targets Ground with Splash Damage
    Movement: Ground, Slow Speed
    Size: 4
    Supply: None
    Attributes: Biological

    Manifests existing Thralls in range to become Aspect Hunters, Sappers, and Renegades (requires Volant in range). Predators also research new abilities that increase the Kindred’s capacity to hunt their foes. Because of their speed and health, Predators are also often utilized in hunting parties by the Kindred.

    • (Essence Absorption) – Upon achieving a kill, this unit-structure will replenish itself with the materials absorbed from the destroyed enemy. Remaining materials are sent to the Kindred’s mineral and Vespene resource pools.

      (Kindred Beacon) – This structure/unit is a territorial beacon for the Kindred to arrive at a steady rate.

      Research Call Benefactors, Xo Hunters – Allows the Pointer to use the ability, Call Benefactors, Xo Hunters, which is an ability that damages any enemy units within the area of effect over time, for short duration of time.

      Research Hunter Aspects – Unlocks the Low Aspect and High Aspect abilities for the Aspect Hunter. Allows the Aspect Hunter to switch to its Low Aspect form, which is most effective against ground units, or its High Aspect form, which is most effective against air units.

      Research Call Benefactors, Gensu’Dar Armaments – Grants the Aspect Hunter limited ammunition of greater firepower.

      Research Monomolecular Caltrops – Allows the Sapper to utilize its Monomolecular Caltrops ability, which slows and deals damage to enemy that move over that area.


    Doombringer
    Role: Late Fighter Units Enabler & Research
    Origin: Manifested from a Supplier
    Hitpoints: Large Structure
    Attack: None
    Movement: Ground, Very Slow Speed
    Size: 6
    Supply: None
    Attributes: Biological

    Manifests existing Thralls in range to become Geomancers, Warlords, Champions (requires Desolator in range), Vagabonds (requires Volant in range), and Destroyers (requires Volant and Desolator in range).

    • (Essence Absorption) – Upon achieving a kill, this unit-structure will replenish itself with the materials absorbed from the destroyed enemy. Remaining materials are sent to the Kindred’s mineral and Vespene resource pools.

      (Kindred Beacon) – This structure/unit is a territorial beacon for the Kindred to arrive at a steady rate.

      Research Shape – Allows the Geomancer to teleport over short distances.

      Research Increased Warlord Psi Control – Allows the Warlord to rally and control an additional 2 Kindred per level.

      Meteorite Javelins – Calls down Meteors from space to strike a target from a long distance, in the form of a meteorite rain. This ability has a long cool-down rate. When the Doombringer is first Manifested, they must wait for this ability to charge up in order to use it.


    Desolator
    Role: Additional Ground Units Technology Research
    Origin: Manifested from a Supplier
    Hitpoints: Medium Structure
    Attack: None
    Movement: Ground, Slow Speed
    Size: 4
    Supply: None
    Attributes: Biological

    Researches ground unit capabilities

    • (Essence Absorption) – Upon achieving a kill, this unit-structure will replenish itself with the materials absorbed from the destroyed enemy. Remaining materials are sent to the Kindred’s mineral and Vespene resource pools.

      (Kindred Beacon) – This structure/unit is a territorial beacon for the Kindred to arrive at a steady rate.

      Research Transdimensional Musculature – This research will increase the speed of all Kindred ground units (Thralls and Dominators included).

      Research Telepathic Aggravation – Grants the Champion Telepathic Aggravation, which is an ability that coaxes other units to attack the Champion for a while.


    Volant
    Role: Additional Air Units Technology Research
    Origin: Manifested from a Supplier
    Hitpoints: Medium Structure, Can be targeted by Air Units
    Attack: Storm Generator – Medium Range targets Air with Splash Damage
    Movement: Air, Very Slow Speed
    Size: 4
    Supply: None
    Attributes: Biological

    Researches air unit capabilities.

    • (Essence Absorption) – Upon achieving a kill, this unit-structure will replenish itself with the materials absorbed from the destroyed enemy. Remaining materials are sent to the Kindred’s mineral and Vespene resource pools.

      (Kindred Beacon) – This structure/unit is a territorial beacon for the Kindred to arrive at a steady rate.

      Research Psychokinetic-Assisted Mobility – Increases the speed of all air units.

      Research Increased Waveform Cannon Mounts – Increases the number of Waveform Cannons aboard the Renegade by 2.

      D-Wave Point-Defense System – Allows the Renegade the chance to deflect attacks from ground defensive structures.

      Research Enhanced Kindred Ascension Beacon – Increases the rate of transformation of Kindred into Ascended Kindred to be utilized as bombs by the Vagabond.


    Custodian
    Role: Defensive Technology Research
    Origin: Manifested from a Supplier
    Hitpoints: Medium Structure
    Attack: None
    Movement: Ground, Very Slow Speed
    Size: 4
    Supply: None
    Attributes: Biological

    Defensive technologies research.

    • (Essence Absorption) – Upon achieving a kill, this unit-structure will replenish itself with the materials absorbed from the destroyed enemy. Remaining materials are sent to the Kindred’s mineral and Vespene resource pools.

      (Kindred Beacon) – This structure/unit is a territorial beacon for the Kindred to arrive at a steady rate.

      Guard – Enables this unit-structure to protect another structure/unit-structure by being attacked first.

      Research Transdimensional Physicality – Increases the attack power of the Familiar and the damage caused by Ascended Kindred from Vagabonds.

      Research Enhanced Manifestation – Increases the hitpoints of all Kindred (Thralls and Dominators included), as well as construction/building speed.

      Research Kinetic Shield – Allows non-armored infantry units to use their Kinetic Shield, which grants additional armor against ranged attacks.

      Research Call Benefactors, Sha’Toh Restorers – Allows the Thrall to use the ability, Call Benefactors, Sha’Toh Restorers, which is an ability that indiscriminately heals any units within the area of effect over time, for a short duration of time.

      Research Protection Charm – Researches the Suppliers’ Protection Charm ability, which is a field emanation from the Supplier that absorbs some damage.


    Harbinger
    Role: Unit Leveling Research
    Origin: Manifested from a Supplier
    Hitpoints: Medium Structure
    Attack: None
    Movement: Ground, Very Slow Speed
    Size: 4
    Supply: None
    Attributes: Biological

    Because the Kindred do not utilize armor, unit level research is in place of armor research. Researching these will allow the Kindred to grow into the bodily moulds as dictated by the Dominators. Unit Level research also increases weapon firepower alongside armor, and they take a bit longer to research than other factions’ individualized armor and weapons research. Besides advancing Kindred husks, Harbingers advance Kindred abilities as well.

    • (Essence Absorption) – Upon achieving a kill, this unit-structure will replenish itself with the materials absorbed from the destroyed enemy. Remaining materials are sent to the Kindred’s mineral and Vespene resource pools.

      (Kindred Beacon) – This structure/unit is a territorial beacon for the Kindred to arrive at a steady rate.

      Research Enhanced Kindred Beacon – Increases the rate of which Kindred manifest within your territories.

      Research First Rite of Passage – Allows the Thralls, Dominators, and Kindred to proceed to level 1. Upon reaching level 1 in kills/structures razed, armor and weapons will be upgraded up to level one. At level 1, Warlords are able to rally up to 4 Kindred, and Vagabonds are able to have up to 2 Ascended Kindred.

      Research Second Rite of Passage – Allows the Thralls, Dominators, and Kindred to proceed to level 2. Upon reaching level 2 in kills/structures razed, armor and weapons will be upgraded up to level two. At level 2, Warlords are able to rally up to 8 Kindred, and Vagabonds are able to have up to 4 Ascended Kindred.

      Research Third Rite of Passage – Allows the Thralls, Dominators, and Kindred to proceed to level 3. Upon reaching level 3 in kills/structures razed, armor and weapons will be upgraded up to level three. At level 3, Warlords are able to rally up to 16 Kindred, and Vagabonds are able to have up to 8 Ascended Kindred.


    Kindred Totem
    Role: Defensive Structure
    Origin: Manifested by a Supplier
    Hitpoints: Light Structure
    Attack: D-Wave Emitter – Medium Range targets Ground or Air
    Movement: None
    Size: 1
    Supply: None
    Attributes: Mechanical

    Totems are territorial markers for the Kindred, boasting light firepower as well as being a beacon for other Kindred to manifest in the vicinity. Totems automatically upgrade themselves as they achieve more kills, to become tall towers with equally increased firepower. Each head-level has its own separate defensive armament, and can target separate targets. Each totem head bears the likeness of the Kindred, and emit rhythmic transdimensional signals to which call upon the Kindred from afar to manifest in their territories.

    • (Kindred Beacon) – This structure is a territorial beacon for the Kindred to arrive at a steady rate.

      (Automated Upgrading) – After achieving a certain number of kills, the Totem will upgrade itself, becoming taller. Each time the Kindred Totem upgrades itself, a new head-level will be built and placed on top of the topmost head.
    Last edited by Tangireon; 09-24-2010 at 06:23 PM.

  2. #2

    Default Re: 4th Race Idea - The Hybrid Kindred

    Nice wall of text, I'll try to read it later and comment about it. Are you not Gifted in disguise?
    Hey guys I want you all to know that my team is playing/did great this weekend so I am going to go ahead and make it my status because I know you all care and want to know my opinion on it.
    -sports fan/douchebag


    Visit my blog!
    http://alejandrolc.com/

  3. #3

    Default Re: 4th Race Idea - The Hybrid Kindred

    havent read this yet, but seems like u put alot of work into it. good job!
    http://i.imgur.com/8oAhR.gif

  4. #4

    Default Re: 4th Race Idea - The Hybrid Kindred

    Very nice ideas!

    Now start up a map and do it. Don't just idle on your ideas, get crackin and work that data editor!

  5. #5

    Default Re: 4th Race Idea - The Hybrid Kindred

    Needs moar pictures.

  6. #6

    Default Re: 4th Race Idea - The Hybrid Kindred

    Meh... Too short. I think you should expound on some of your ideas more

    Yours Truly,
    SonOfChaos

  7. #7

    Default Re: 4th Race Idea - The Hybrid Kindred

    No. The three race system is perfect. They are all perfectly different with no duplication.

  8. #8

    Default Re: 4th Race Idea - The Hybrid Kindred

    Umm theEssence Absorption seems op when someone dies it should not strenth the army/give u minerals/gas thats so OP!
    Also moving/attacking buildings what the heck rush=insta fail so basicly they just gotta macro near the start due to its impossible not to defend pushs if your builds can attack!
    besides that it seems kinda cool I like the walk undetected but att detected thing alot!

  9. #9
    Junior Member
    Join Date
    Sep 2010
    Posts
    3

    Default Re: 4th Race Idea - The Hybrid Kindred

    Hey, thanks for the replies.

    Yeah, I do realize there has to be some editing in order to balance it better with the other races. But I'm assuming that the other races will be just powerful if not stronger than how they are in SC2. A few attributes might have to be lopped off.

    I got some pictures on the way, I'll post them soon.

    About the Essence Absorption - I mainly wanted to pair this with low hitpoints; basically this is their form of regeneration. Terrans have repair, Protoss regenerating shields, and Zerg regenerating flesh, the Kindred will heal every time they make a kill. Against the Hybrids, this is handled best not with a lot of light damagers, but with focused firepower hitting them hard and fast without giving them the chance of recovery. If you're the Hybrids, the best way to make use of this would be to focus-fire as well. Either that, or I turn Essence Absorption into something that restores mana only.

    The moving attacking buildings - the buildings will have to move really slow (probably the same or slower than Terran buildings) and their attacks will have to be really light, except for the main defense structures.
    Last edited by Tangireon; 09-24-2010 at 01:46 AM.

  10. #10

    Default Re: 4th Race Idea - The Hybrid Kindred

    Make it mana instead of health. I don't want there to be some threshold where i Can have a max 200/200 army and not be able to get hurt.
    Click or else your a egg killer. Do you want to be a baby killer O.o?

Similar Threads

  1. Samwise Didier's new hybrid art
    By Kimera757 in forum StarCraft Discussion
    Replies: 9
    Last Post: 07-01-2011, 08:06 AM
  2. Which Race Do You Play and Why?
    By ggurface in forum StarCraft Discussion
    Replies: 56
    Last Post: 09-06-2010, 05:49 PM
  3. Hybrid Units
    By Drake Clawfang in forum StarCraft Discussion
    Replies: 15
    Last Post: 07-29-2010, 01:14 AM
  4. Hybrid Destroyer Maar says
    By Blasterion in forum StarCraft Discussion
    Replies: 1
    Last Post: 07-29-2010, 12:03 AM
  5. What's the Best Race? (Beta)
    By Hamshank in forum StarCraft Discussion
    Replies: 27
    Last Post: 02-24-2010, 06:25 PM

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •