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Generator Hostiles -REVAMP OF A REVAMP-

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Description

Remember those Annoying Generator Hostiles? Well now they are back and better than ever. No longer spear like creatures, now the take the form of floating parasitic machine hybrid creatures that can stick to all surfaces. It can even latch on to Hostile Griffons.

GENERATOR HOSTILES: One of Faust's most enduring - and annoying - Hostile species began as an attempt to add machines to the Hostile Parasite's list of potential victims. In a series of experiments, Faust created miniature versions of the portal generators that heralded his own transformation, rewired to use a modified Hostile Parasite as a power source. However, the prototype unit broke down seconds after activation, leading the former scientist to conclude that it lacked a crucial unknown component.

Fourteen failed attempts later - three of which ended explosively - Faust finally discovered the missing piece of the puzzle: to stabilize the reaction, the energy loop of the portal machine had to be run through a crystalline demonic ore (similar to how the Hellstone had reacted with the original device). With this addition, Faust developed a true interface between the organic battery and the portal-opening technology, allowing him to rewire the entrance to his lair in Hell, where most of his Hostile forces were stationed. The twisted villain deemed his newest minion ready for mass-production, dubbing it the Spawn Hostile.

A Generator Hostile's main purpose is the rapid deployment of other Hostile units in any environment. A single-use teleportation matrix brings it from its manufacturing facility in Hell to wherever its presence is necessary in other realms. Once established, it will create portals for other Hostiles to emerge from, continuing to do so until the area is secure. However, the focusing crystal is somewhat unstable due to the energy flowing through it, and will eventually shatter if used for a prolonged period of time. When this occurs, the Generator Hostile is unable to call more reinforcements until it can reconstitute its crystal.

Due to its key role in the Hostile invasion strategy, the Generator Hostile is a high-priority target for enemies of the Hostile army. Its armor protects it to an extent, but Faust saw fit to have an additional defensive measure installed: the four pincer-like objects hovering around its main body are capable of erecting an invisible barrier around it. This protects the Generator from damage, but the barrier can be broken with a few attacks, especially if the floating generators are targeted. More advanced Generator Hostiles have other defenses as well, featuring offensive weaponry, more durable shields and summoning orbs, and even being capable of relocating to other locations as well as latch onto Hostile Griffons for a more offensive and protective approach.

INTERESTING NOTE: The appearance and powers of Generator Hostiles were inspired by enemies in Chaos Legion.



-VERSION ONE: SPAWN-

The basic Generator Hostile has a weak barrier and relatively thin armor, but it is also the only Generator that can be developed without any materials from Hell, allowing Faust and his family to build and deploy them extremely quickly. Its summoning orb - an amalgam of crystalline ores, refined and charged with demonic energy - is an effective but highly unstable substitute for a true Hellstone, breaking after a relatively low number of summons. To compensate, Spawns are usually deployed in covert locations to build up an attack force, or far behind the front line of an invading battalion to provide reinforcements with minimal risk of destruction.

Attacks

Summon: Opens portals to allow other Hostiles to enter the fray. More powerful or numerous Hostile summons accelerate the degradation of its summoning orb, and it can only open portals up to thirteen feet away from itself.

Push Back: Releases a wave of energy from its shield generators, forcing solid objects away and dissipating most energy attacks. Since this also disables its shields for a few seconds, it is only used as a stalling tactic, hopefully buying time for its orb to regenerate or its Hostile allies to come to its aid.



-VERSION TWO: HELL SPAWN-
An advanced Generator Hostile constructed (as the name suggests) in Hell. Its armor is tougher, its barrier is stronger, and its summoning orb - made from crystallized souls - is much more durable than the previous version's, enabling it to summon far greater numbers of Hostiles before needing to regenerate. It also has improved defensive systems, enabling it to protect itself even without any Hostile defenders. These upgrades allow the Holsitius family to deploy Hell Spawns more openly than the regular Spawn, often spawning them in the wake of - or even as part of - their initial attack on a new area.

Attacks

Summon: Able to call forth reinforcements for a much longer period of time, even deploying an entire battalion of Hostiles in emergencies. It can summon Hostiles up to 130 feet away from itself.

Vent Heat: Releases excess heat from its body as a jet of superheated air. Low damage, but unblockable; high chances of burns, blinding, slowness, and lowered attack power. Usually used while regenerating its summoning orb.

Push Back: More forceful than the Spawn's version, with less recovery time and a chance of breaking guards.

Quadruple Screech: A cacophony of earsplitting sound waves released from its shield generators, used to force opponents back. This has the advantages of wider range, actual damage, and not lowering its shield like the Push Back ability, but it does not negate energy attacks and leaves the generators vulnerable for a few seconds - on the other hand, it also alerts every Hostile in a two-mile radius of a potential threat.

Portal Burst: Attempts to open a portal in the same space as an opponent or obstacle, literally ripping the latter apart. Fortunately, this use of its systems doubles the strain on its summoning orb and takes a little longer to execute, by which time an alert foe can see the growing portal and get out of the way. Additionally, it can only be used within fifty feet of the Hell Spawn; any further, and it cannot target its prey accurately enough.



-VERSION THREE: WHITE SPAWN-
The ultimate Generator Hostile, and one of Faust's deadliest non-unique creations. It is created like any other Spawn, with one added step: a "purification" ritual where it absorbs dozens of tormented souls from Hell. The process removes almost all color from its armor, increases its capabilities a hundredfold, and gives it a surprisingly keen intelligence. To top it off, it never needs to reconstitute its summoning orb, due to its fiendish origin: a demon's heart, ripped from its still-living body and transmuted into a crystalline form. The effort of its creation makes the White Spawn a very rare sight indeed - it is usually found in areas firmly under Hostile control, or as a well-hidden source of a Hostile invasion on the land.

Attacks

Summon: Not only is the White Spawn unhindered by a summoning limit, its spawn rate is half again as fast as any other Generator. It can also spawn Hostiles almost a quarter-mile away from itself, making it nearly impossible to track their source without advanced technology or magic.

Vent Heat: Now released in four directions at once, for a significantly longer time than the Hell Spawn's version. Used between summonings.

Electric Wave: The White Spawn's shield is charged with immense amounts of electricity, damaging anything that makes contact without sufficient protection. Its version of the Push Back ability releases this energy as a short-ranged pulse that damages and paralyzes anything in range. The blast also disrupts technology for a significant distance around the Generator.

Quadruple Screech: Stronger than the Hell Spawn's version, with powerful knockback and stunning effects. May also inflict Confusion.

Portal Burst: No longer hindered by summoning orb strain, the White Spawn can open portals in its foes more quickly and at a distance of up to 500 feet. It rarely does so unless it is within eyeshot of the victim, as doing so would betray its presence to otherwise unwary enemies.

Optic Laser: The large eyes on the White Spawn's body can fire narrow beams of energy at whatever they see. The beams have relatively low power, but can pierce through almost anything.

Teleport: With its increased power, a White Spawn can actually teleport more than once in its "lifetime". The technique leaves it completely inactive for a short time, and only reaches a location up to 50 feet away from its current position, so it is saved for a last resort in dire situations.

Auxiliary Generators: Creates four Spawns anywhere in its summoning range. This feat actually drains the White Spawn's systems, forcing it to remain dormant for about an hour while it recharges itself.
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Comments14
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ninth-00's avatar
I love the design! I love how its teeth are arranged, where the eyes are, the orb, and I love the shape of it! 
It reminds me of a rib cage and spinal cord. Well done!