Saturday, March 22, 2014

Planet Profile - Illium

  * I own nothing seen below. Credit goes to Bioware and the equally awesome people who did the rest of the pictures. If I forgot about someone then credit goes to you.
Battleground Planet: Illium
Status: Garden World / Business Hub




Geographical Features: (Some of this is taken directly from the wiki)

Illium is a garden / business world that serves as a trade hub between the Terminus Systems and the Asari Republics. To abet this trade, the normally stringent customs laws of Council space on product safety, proscribed materials, and sapient trafficking are relaxed. Officially Illium is not an asari world; it is colonized and operated by asari corporate interests.

Illium is infamous for its abusive labor practices and legalization of nearly everything except murder. As such, Illium is the preferred production site for weapons and pharmaceuticals that would be illegal nearly everywhere else, made even more lucrative by legal indentured servitude.

Illium is one of the youngest asari colonies settled during the 7th Expansion Wave. The first child born on the world is only now reaching her middle-age.

Illium is slightly larger then Earth, and incredibly hot. Most population centers, especially those near the equator, live in specially designed skyscrapers, which reach high high into the sky to escape the planet's heat. These skyscrapers can and often are connected by sky-walkways, bridges, or can be accessed by hover car. Entire communities and cities exist high above the ground, buying and selling every kind of vice and service you can imagine.

Near the poles of the planet, where the heat is less intense, you'll find more traditional cities.


Third Party Factions: As Illium is basically space Vegas but worse, you can find just about every species from the Mass Effect universe here. As an Asari world, they likely have the highest population, while Quarians are the smallest, as Illium doesn't allow the Migrant Fleet in their system, and so only Quarians on their Pilgrimage are likely to be found here.

What follows is a basic rundown of the various Mass Effect races, and how much of a presence they are on the planet:

Asari:
An ancient alien race, where each member can live for up to a millennium. They are noted for the fact that each one is a born biotic (basically they can use a variety of psychic like powers such as lift, throw, a sort of psychic burn called Warp, etc.. .Of course, other races can be Biotics, but with Asari, it's more prevalent). Also of note, Asari can mate with any species. (Very Common)

Salarians:
An amphibian/lizard like race, Salarians are short lived (they're lucky to reach 40), have fast metabolisms, and are known for being very intelligent. Because they can think faster then other races, they are often able to make rapid-fast decisions. (Common-to-uncommon)

Turians:
A very militaristic race, the Turians have avian features making them resemble humanlike birds or raptors. They have a metallic exoskeleton that protects them from harm, acting like a natural armor. Most are in a profession that allows the use of violence. (Common)

Humans:
If you don't know what a human is… WELCOME ALIEN LIFE FORM! (Common)

Volus:
Often the accountants or businessmen of the universe, the Volus are short and squat, and require a special suit to survive off their planet, or their skin will split open due to differences in pressure, and they cannot breath traditional nitrogen/oxygen air mixtures. While some of these guys may be fighters, most are not. (Common)

Hanar:
Space jellyfish that are often very religious. They often don't fight themselves, relying on the Drell, a race they long ago saved from extinction. (Rare)

Drell:
An omnivorous reptile race. They can project their voice outside the hearing range of humans and have perfect memory (able to 'flashback' to any point in their lives'). Those that work for a Hanar have unbreakable loyalty. Drell are trained to act as spies, assassins, and/or saboteurs from a young age. (Rare)

Elcor:
Large, slow moving creatures. Everything about the Elcor is slow, from movement to speech patterns. (Very Very Rare)

Krogan:
A very warlike race, their thick hides are virtually impervious to cuts, scrapes or contusions, and they are highly resistant to environmental hazards, including toxins, radiation, and extreme heat and cold. Consequently their diets can include food and drink which would prove very dangerous to other species. The most amazing physiological feature of krogan biology is the multiple instances of major organs. These secondary (and where applicable, tertiary) systems are capable of serving as back-ups in the event of damage to the primary biological structures. They have, for example, two hearts, four lungs, and four testicles. A Krogan's first response to most problems is violence. It is also their second, third, and fourth response. (Uncommon)

Quarians:
A nomadic race that's good with engineering, typically very smart, but have a major weakness: They require a special suit to survive, much like the Volus. While they won't die instantly without it, they are prone to infection, illness, etc. (Rare)

Vorcha:
A rather primitive race, the Vorcha are violent, mean, and savage. They have adapted to survive in the worst places in the universe. They are the shortest lived species (only 20 years), but are capable of limited regeneration, and are able to adapt to their environment much faster then other races ( Vorcha that lives on a high gravity planet will develop thicker muscles, for example). (Uncommon)

Batarians:
Four eyed, very unpleasant, Batarians are known for being terrorists or slave traders. Batarains believe themselves better then just about everyone else. Their are some good ones of course, but they are apparently fewer in number. (Rare)

Danger Status: 2-3/5
-A major source of trade for anything your heart desires, no matter how terrible it may be. Illium is good for those that can take advantage of the opportunities available. But gangs are present, mercenaries abound, and indentured servitude and slavery are common. So keep your eyes open, be careful what you sign, and don't piss off the wrong people.

Wednesday, March 12, 2014

The Necromorphs

 * I own nothing seen below. Credit goes to EA and the equally awesome people who did the rest of the pictures. If I forgot about someone then credit goes to you. 

*Please note that this profile is for a Rated M Horror Game, and that some of the images may not be suitable for a young audience. Viewer Discretion Is Advised. 



INTRO:

Necromorphs are mutated and reanimated corpses, reshaped into horrific new forms by a recombinant extraterrestrial "infection". The resulting creatures are extremely aggressive, and will attack any uninfected organism on sight.

The sole purpose of almost all Necromorphs is to acquire more bodies to convert and spread the infection. They are believed by some to be the heralds of humanity's ascension, but on a more practical level are the extremely dangerous result of exposure to the enigmatic devices known as Markers.

The Necromorphs are controlled via the Markers by a group of entities known as "Brethren Moons", massive  Necromorphs created by killing and infecting every living thing on a planet. The Necromorphs' motivations are to create a mass of necrotic flesh to be collected by the Markers during Convergence, with the intent to create another Brethren Moon.

Why the Brethren Moons do this, and what their end game is, is unknown. What we do know is that if they have their way, all life will be converted or destroyed, until the galaxy is nothing but an empty void of… dead space.

IMPORTANT FACTOID: DISMEMBERMENT:

"Take their legs out, and they'll drag themselves toward you. Shoot off an arm, and they'll use their other arm to rip into you. Nope, the only real way to take these creatures out is to completely rip them apart."

Necromorphs do not suffer from the vulnerabilities associated with a body that needs interconnected vital organs, centralized nervous system, respiration, or vascular support. Injuries that would kill an ordinary human, such as a shot to the cranial cavity containing the brain, have little effect on them.

Countless have died due to not knowing the Necromorphs' only vulnerability: dismemberment. The only quick and effective way to kill the creatures is to literally chop them to pieces by removing the head, arms, legs, and other appendages until the creature is killed. Some Necromorphs like The Hunter, The Ubermorph and The Regenerators cannot be killed by dismemberment as they are able to regenerate all of their body parts after dismemberment; the only way to permanently kill these Necromorphs is by destroying the entire creature at once, as seen when Isaac killed the Hunter by burning it with a shuttle's engines.

Each creature has its own strategies when it comes to dismemberment: some creatures will simply die after enough limbs have been removed, some creatures will die instantly if a specific limb is cut off, while some creatures will become even more of a threat if shot in the wrong place. Learning how to dismember creatures is mostly done through trial-and-error. However, dismemberment is the only effective way to truly stop the reanimated horrors in their tracks and is the best way to survive.



----RECON----

While they don't have any particular units dedicated to recon, the Necromorphs clearly engage in it to some degree. Necromorphs are always aware of where their prey is, or where they are going, and can place traps accordingly.

This is likely due to the Markers. Those inside the Marker's very wide area of influence will suffer greater and greater amounts of mental instability, until the Markers are able to read their minds (explaining why the Markers know what images to project into people's brains, and what projection is likely to encourage the most desired response).

Once the Marker is able to read the affected brain, it will know that person's plans, their secrets, and what they may know about those that the Marker cannot or hast not yet effected. Once it has this information, the Necromorph Hive Mind will be able to act accordingly.

That said, it should be noted that the Necromorphs are just as comfortable acting with little information at all. Once on the ground, they will immediately begin killing everyone they can, and will keep doing so even after the Marker gathers some info. The only difference will be that once they have the info, they'll be more prepared for counter attacks, and have a better (though likely not perfect) idea of where to send their units.

----INFANTRY----

Exploder
Weapon Type: Explosive
Armor Type: None
Mobility: 3
Training: 5
Max Range: Grenade Range
Preferred Range: Melee Range
Classification: Suicide Bomber

Created from a single human host, the Exploders are the kamikazes of the Necromorphs. The cranium of the host is split open vertically, with the brain cavity being filled with connective tissue that allows the two halves of the head to serve as "jaws." The left arm of the creature has become stiff, no longer having any articulation points except for the shoulder. A large pustule, filled with a glowing yellow chemical, has developed at the arm's end, making it very heavy and unwieldy. This substance is extremely reactive to blunt force, resulting in a powerful explosion when the force applied on it surpasses a certain threshold.

Loadout: Explosive Pustule
-The most obvious weapon of the Exploder is the large glowing pustule that is it's arm. When it gets in range, the Exploder will do it's best to detonate the arm, generally by slamming it on or near an enemy. The arm will then explode with the force of a grenade, reducing the target, the Exploder, and anything standing near them to meaty chunks.

Melee: Biting
-If for some reason the explosive arm should be severed from the Exploder, it will try and viciously bite its target with it's mouth/head flaps. 

Defense: Pain resistant
-Being dead, the Exploder is all but immune to pain, taking all manner of injury without much complaint. Aside from that, it's only other defense is whatever the host had in life. Given that it's main method of attack is blowing itself up, defense is not a big concern.

Special: Variants:
-Crawling Variant: This version of the Exploder, instead of walking awkwardly, crawls on the ground, moving exponentially faster then its upright counterpart. The pustule is still present, but is being dragged behind the body, making it harder to hit.
   
-Enhanced Exploder: Identified by their darker skin and glowing eyes, Enhanced Exploders are made of highly decayed corpses. They are more resistant to damage and their explosion is even more volatile. These are extremely rare though.

Additional Factors:
-Speed: Typically, an Exploder moves with a sluggish, almost clumsy gait. However, when nearing their target, they can display a surprisingly burst of sped to close the distance between them and their target. Enemies that don't know this are often caught off guard, and thus killed.

-Due to suicidal tendencies and sluggish movements, they will attempt to attack in groups in order to overwhelm their target.

-While their head flaps can be used for a biting attack, Exploders will only use this option if their explosive is lost.

-Dismemberment: SEE INTRO

===============

Lurkers
Weapon Type: Barbed Projectiles, Tentacles
Armor Type: None
Mobility: 6 (Able to move on walls and ceilings)
Training: 5
Max Range: Assault Rifle
Preferred Range: Assault Rifle
Classification: Sniping Support

One of the more disturbing forms, as well as one of the more mutated, the Lurker is usually formed from infants. However, the only infant-like features left upon the creature is the general shape of its skin, and the unchanged limbs dangling at its sides. This covering is stiff and leathery to provide protection and a support structure for the many sticky tentacles that now dominate the thoracic cavity and lower abdomen. Made of muscle, they aide the Lurker in its locomotion, steadying its movements. Strong and dexterous, they allow the Lurker to walk along walls and even creep over ceilings without losing speed.

It is through a slit in the lower back of the skin covering that the most alien feature of the Lurker is to be found. Tucked in the former pelvic area, coiled like snakes, are a trio of long, ropey tentacles.

Loadout: Barbs
-From each of its three tails, the Lurker is able to launch a barbed projectile at high speed with extremely accuracy.

Melee: Barbed Tentacles
-Extremely long and flexible, these ropey tentacles are able to whip around and lash at anyone who gets close, using their barbed ends to slice and dice.

Defense: Leathery Skin, Pain Resistant, Tentacles
-The transformation process has left the Lurker's skin leathery and stiff, adding a slight protection. Like most Necromorphs, it is highly resistant to pain. Those that attack the Lurker will know the sting of its tentacles, either firing on them at a distance or, if an attacker gets to close, it will lash out violently.

Special: Variants:
 

-Enhanced Lurker:
Though they share the same body type as a Lurker, their body is entirely black. They are far more resistant to damage and fire more lethal barbs.
 

-Dog Variant: Made from dogs that were part of the S.C.A.F. project that was used to look for Marker artifacts, Dog Lurkers tend to be slightly faster then normal Lurkers, as well as having teeth for biting. There is also an Enhanced Dog Variant.
   
-Adult Variant: An extremely rare variation on the Lurker strain, the Adult Lurker acts like a standard Lurker, but is larger and stronger, with even greater strength in the tentacles.

Additional Information:
-Dismemberment: SEE INTRO

-Lurkers will try to stay out of sight and snipe at a target. However, once seen, they will begin to constantly move about, shooting projectiles before moving to a new location. Given their ability to scale walls and ceilings, they have many choices.

-While the Barbs may not necessarily penetrate all armor, they do strike with enough force that they can cause a grown man to stumble back, which often causes them to loose sight of the Lurker

-It could be possible, as they have been made from dogs, for Lurkers to be made from other animals as well.

-It is hinted that Lurkers can grown in the womb of unsuspecting mothers.

-Due to their small size, Lurkers can act far more stealthily then most of their Necromorph kin.

-Severing all of a Lurker's tails will kill it.

===============

Pregnant
Weapon Type: Blade, Deadly Payload
Armor Type: None
Mobility: 3
Training: 5
Max Range: Melee
Preferred Range: Melee
Classification: Monster-Stuffed Monster

Pregnants are made from only one corpse, which is radically mutated. It is easily distinguishable from other Necromorphs due to its large stomach, which it uses to house other Necromorphs.

Loadout: Bladed Scythe Arms

Ranged: None

Melee: Bladed Scythe Arms: Two large arms protrude from the Pregnant's back, each ending with a boney scythe. These are used to slice and dice opponents who get near it, as well as splitting open it's stomach to deliver it's payload.

Defense: Pain Resistant
Like most Necromorphs, it is highly resistant to pain. Also like most Necromorphs, it can only be truly killed by dismembering the majority of it's limbs.

Special: Swarmers, Swarm, etc.
-Usually, the sacs on a Pregnant contain Swarmers (see next Infantry entry), however they can sometimes carry Lurkers, and in later games they carried the Swarm (see Support). Giant Lurkers could carry even larger Necros, like Slashers or Leapers. Depending on how heavily damaged the creature is will depend on whether or not it survives releasing these creatures.

Variants:
   
-Enhanced Pregnant: Possessing darker skin and sharper claws, Enhanced Pregnants are rarer then other Enhanced Necros. They are more durable and slightly faster then their non-enhanced kin, and more likely to survive releasing their payload.
   
-Giant Pregnant: These Pregnants are shown to be 10-12 feet tall. Their claws are proportioned to their size and their strength is greatly increased. While their speed is still that of a normal Pregnant, their abdominal sac can now release larger Necromorphs like Slashers, Leapers, or similarly sized Necros. Alternately, they could release a much larger amount of the smaller Swarmers, The Swarm, or Lurkers. These Necromorphs are extremely rare.

Additional Information:
-Dismemberment: SEE INTRO

-When heavily damaged, a Pregnant will tear open it's own stomach in order to release the Necormorph inside. Alternately, if the Pregnant is killed before what's inside can come out, it will remain trapped there.

-Due to the way it's been modified, the Pregnant has trouble moving faster then a brisk walk.

-Pregnants don't travel in packs, but will instead usually travel with a group of other Necromorphs.

-Hitting the Pregnant's stomach with just about any weapon will cause the sac to rupture and release the creatures inside. This is especially true for Flamethrowers.

-Simply cutting off the head of a Pregnant will not kill it, but will cause it to panic and flail about, hitting everything near it.

===============

Swarmer
Weapon Type: Teeth
Armor Type: None
Mobility: 5
Training: 5
Max Range: Lunging
Preferred Range: Biting
Classification: Swarms of living tissue

Swarmers are bits of re-animated tissue that move in groups to attack none Necromorphs. They latch themselves onto prey and gnaw on them until they succumb. While a minor threat on their own, they tend to travel in… well swarms. Typically they reside in Pregnants, only coming out when the stomach is ruptured, but are sometimes encountered from time to time in independent swarms. Smaller swarms are sometimes attached to other Necromorphs. Strangely, they sometimes also reside inside boxes.

Melee: Teeth
-When a Swarmer lunges onto its target, it will latch itself on with its teeth and chew away at them. A few Swarmers have no difficulty downing much larger and deadlier prey, draining their health while the creature frantically tries to shake them off.

Defense: None, besides maybe strength in numbers. An individual Swarmer is relatively easy to kill

Additional Information:
-Excellent jumpers

-Swarms move in well coordinated groups.

-Having a Swarmer latched onto you will slow you down considerably.

-Swarmers DO NOT like fire.

-On rare occasions, Swarmers will attach themselves to other Necromorphs in order to get to their target faster. This is most common with Slashers.

-An interesting observation is that sometimes Swarmers burst from corpses-destroying the torso and leaving only the head and limbs behind as they move to attack. This can be observed in the Unitologist church, when one is in the 'residential' section near the start, signified by a sound that roughly matches when one stomps a body. This potentially suggests they can also form from internal organs and bone structure, or may simply use the body as a means of ambush.

===============

Slasher
Weapon Type: Blade
Armor Type: None
Mobility: 5
Training: 5
Max Range: 3-4 Feet (15-20 feet for Female Variant)
Preferred Range: Melee
Classification: Common Grunt

Named after their blade like arms, the Slasher are the most common Necromorph to be encountered.

Ranged: Acid-Spit (female variant only)

Melee: Blades, teeth
-A pair of blade-like protrusions of bone that come from a a pair of specialized arms.

-Slashers also have razor sharp teeth, and they tend to go for the throats in order to bite heads off.

Defense: Pain Resistant
Like most Necromorphs, it is highly resistant to pain, and can only be killed via dismemberment. Other then that, whatever armor it wore prior to infection… assuming it survives the transformation. The one exception to this would be the Armored Slasher variant.

Special: Variants:

-Enhanced Slasher: Distinguished by their mottled black tissue, glowing eyes, and the presence of maggots infesting their bodies, Enhanced Slashers are the product of Necromorph infection and transformation of highly necrotic (decayed) corpses. These Necromorphs are far more resilient to damage than their non-enhanced counterparts and are likewise much stronger and ferocious in combat. Unlike regular Slashers, Enhanced Slashers have a uniform look, with virtually all the individual features of their hosts absent following infection and their sole remaining clothing being tattered remains of their pants. In Dead Space, Enhanced Slashers had seemingly emaciated-looking bladed appendages while possessing still-sturdy legs. In Dead Space 2 however, Enhanced Slashers appear to have more bulky limbs overall, the arms included, and they appeared as such in all subsequent appearances. These are the most common 'Enhanced Necromorphs' encountered.

-Female Slasher: Female Slashers are recognizable by their (relatively) feminine forms and the complete absence of the abdominal limbs present in the standard variety; in addition, unlike other Slashers whose bladed appendages can either be formed from their host's original arms (with the abdominal limbs sprouting directly from the stomach) or new growths from their shoulders (with the original arms being fused in such a way to become the aforementioned abdominal limbs), Female Slashers' blades always sprout from the host's original arms. It is also important to note that, while they are termed "Female" Slashers and are always the product of a female host (hence their appellation), they do not encompass all Slashers resulting from a female host; female hosts can be turned into regular and Enhanced Slashers, making the term Female Slasher simply used to define a subtype of Slasher rather than a gender (which would not even apply to the recombinant Necromorphs).

In Dead Space, Female Slashers are weaker than their standard counterparts, lacking the same degree of physical strength and endurance. However, Female Slashers also have a capability unique among Slashers, that being to "spit" a globule of corrosive chemicals at foes from range; while this attack is not overly damaging, it does stagger those struck by the projectile. While the Female Slashers seem to favour this ranged attack over charging at distant foes like regular Slashers, it is important to note they are still quite capable and quick to engage in melee combat should an opponent come too close or to attempt a sneak attack if they have gone unnoticed. They may, rarely, launch/vomit up an explosive pod similar to those launched by Brutes. These pods, when they explode, do more damage then the corrosive spit, but are much slower.

It seems the Female Slasher variant is being weeded out, and becoming rarer as time goes on, becoming either regular Slashers or Spitters.


-Armored Slasher: These are Slashers made from soldiers, miners, engineers, or anyone else who might have been wearing protective equipment. They are skeletal in appearance, with their muscles, skin, and organs missing from their torsos. Their lower body is still wearing whatever armor or protection it wore pre-infection. This will make them harder to kill, as their legs cannot be dismembered.

Additional Information:
-Dismemberment: SEE INTRO

-Secondary Arms: In addition to their bladed appendages, Slashers also sport a lower set of arms. In all but one variant, these atrophied limbs sprout out from the abdomen. In certain cases these appear to be the host's original arms clapped down to the sides of the body, while in others the arms are spindly, vestigial limbs that poke out from the exposed abdominal cavity. These limbs are used in maintaining stability, allowing the Slasher to attack its victims with its claws without falling over when the lower limbs are lost. These limbs are weak, but in some cases are used to hold down struggling victims. In Dead Space 3, mummified Slashers have multiple abdominal limbs as seen in the CMS Roanoke in orbit over Tau Volantis. It's currently unknown what the extra limbs would serve in action.

-Due to the transformation, Slashers have trouble holding their balance without constantly moving their slashing limbs as counter-weights. They can move on all fours (back legs and arm blades) in short bursts for quick bouts of speed.

-Play dead: Slashers are prone to playing dead. They will either pretend to be corpses lying in an area waiting for enemies to come close, or pretend to die when struck with an attack in order to make the enemy think they've killed the Slasher, luring them into a false sense of security.

-Melee tends to be ineffective against Slashers, as they mostly ignore it in favor of attacking or grappling.

-While they don't need a head to live, they do need eyes to see. Thus, a Slasher with it's head cut off is essentially blind, and will flail about wildly.

-Slashers are fond of surprise attacks. If in an industrial area they will move about or hide in vents. If out in the wild (at least as shown on a snow/ice planet) they will move beneath the ground towards the players, noticeable only by the ripples in the ground.

-If there are no enemies they can sense to attack, Slashers will either reset up traps or ambush points, drag bodies away to make them easier for an Infector to find, or if none of these are options, will stand motionless.

===============

Spitter
Weapon Type: Acid
Armor Type: None
Mobility: 4
Training: 5
Max Range: Pistol
Preferred Range: Pistol

All Spitters are female. They feature a large mutated jaw, similar to a Leaper's, which they can extend when in close combat. Their most prominent and deadliest feature is their ability to spit high-speed acidic bile at their opponent. If one is close enough you will be able to see their enlarged lungs.

Ranged: Acid Spit
-Spitters are capable of spitting a fist sized glob of acid at high speeds.

Melee: Blades / Teeth
-If an enemy gets close to a Spitter, they will attack with blades identical to a Slasher

-Spitters also possess a mouth full of teeth, with a jaw strong enough to tear a man's head off, space helmet and all.

Defense: Pain Resistant
-Like most Necromorphs, it is highly resistant to pain, and can only be killed via dismemberment. Other then that, whatever armor it wore prior to infection… assuming it survives the transformation.

Additional Factors:
-Dismemberment: See Intro

-Spitters are typically loners, only occasionally being seen with Pukers or Slashers, where they take a support fire role in the engagement.

-Are becoming more common as the female Slasher variant is being phased out.

===============

Crawler
Weapon Type: Explosive
Armor Type: None
Mobility: 2
Training: 5
Max Range: 3-4 feet
Preferred Range: Up Close

Perhaps even more disturbing then the Lurkers, the Crawler is made from newborn babies and very young infants. Lacking the biomass to form most kinds of weapons, the Necromorph virus has instead turned these young innocents into wriggling suicide bombs.

Load out: Self Destruct
-Crawler's only method of attack is crawling up to someone and blowing them (as well as the Crawler) to bits.

Defense: None

Additional Factors:
-Made from infants: They could likely be made from the young of any race

-It is possible to kill a Crawler without detonating it. This requires severing the head without disturbing it's explosive abdomen.

-Crawlers have been observed laying on their back making cooing sounds. It is been thought that this is a means to lure creatures closer to them, similar to a Slasher's 'playing dead' trick.

===============

The Pack
Weapon Type: Claws
Armor Type: None
Mobility: 5
Training: 5
Max Range: Leaping
Preferred Range: Melee

Once simple adolescents, these formerly vibrant teens have been transformed into roving bands of animals. Attacking en masse, they will charge, flank, and ultimately surround their target before tearing them to pieces with razor sharp claws and merciless fangs.

Ranged Weaponry: None

Melee Weaponry:
-Claws & Teeth: Each member of the pack has been made with razor sharp claws meant to get at the meat of their prey even if they pack themselves in a metal suit. Their mouth of razor sharp teeth is no less deadly.

Defense: None

Additional Factors:
-As the name suggests, members of the Pack travel in groups. These may range from as little as 8 to as high as 20 or more, depending on the population the Necromorph virus has to work with. It is very very rare to encounter a Pack member alone.

-Pack members are made from adolescent humans. It is possible for them to be made from aliens though.

-Decent Jumpers: Pack members can cover quite a bit of ground by jumping (though not as much as Leapers). This makes them especially dangerous if they manage to flank someone, as they can easily leap onto their back.

-Strangely, the Pack members are among the most fragile of Necromorphs. Dismemberment isn't really required, as a single solid blow can be enough to kill them.

-The Pack compensates for this weakness with numbers.

===============

Creeper & Shambler
Weapon Type: Varies
Armor Type: Varies
Mobility: 4 (3 for Shambler)
Training: 5
Max Range: Melee/Varies
Preferred Range: Melee/Varies

A Creeper is a mobile head, capable of taking over the body of any creature it finds by replacing their head with itself. A Shambler is the zombie type creature that is made from the Creeper's efforts.

Ranged Weaponry: Creeper: Infection Fluid. Shambler: Varies
-The Creeper can spit out a fluid when agitated that is similar to the fluid produced by the Infector (See Support). This fluid is poisonous, and can sting if it gets into the eyes of an organic.

-Shamblers will use whatever weapons they had in life, typically firearms. Should its body become overly damaged, the Shambler (if it is able) will use the last of its strength to tear the Creeper from its body and hurl it at its attackers before dying.

Melee Weaponry: Creeper: Tongue/Tentacles. Shambler: Varies
-The Creeper's tongue is strangely sharp and long, and can be used to decapitate a man. The Creeper can also leap onto an unfortunate human and strangle them to death with its myriad of tentacles. It can generate enough force to crack bone, and in some cases pop a human head right off!

-The Shambler typically keeps to longer ranges, but for melee would likely use whatever weapons the body had on hand. Being a zombie, it would attack relentlessly and with no fear of being damaged.

Defense: Creeper: None. Shambler: Varied
-The Creeper is just a head, and has no armor. While it is resistant to some pain, it cannot take as much damage as most other forms of Necromorphs. This leads to the Creeper being more stealthy then other forms of Necros, sneaking up on prey or around threats.

-Shamblers have access to any armor that their body had when it was made.

Special: Body Snatching
-The Creeper's primary ability to Body Snatching. By going up to a headless body, or by making a body headless, the Creeper can take control of that body and make it into a Shambler. The Shambler has access to all the same weapons and armor the former host did.

Additional Factors:
-Creepers decapitate bodies in order to possess them. Other Necromorphs may do the same in order to make it easier for them.

-The Shambler is one of the few Necromorphs that use firearms. A Shambler made from an enemy would give the Necromorph access to enemy weapons. That said, Shamblers tend to have very bad aim. This is likely due to Necromorphs not being entirely familiar with such weapons. As time goes on though, it is possible they will adapt.

-Creepers will usually try to pick fresh corpses over rotting ones, and in tact bodies over those suffering damage. The better the body, the better the Shambler.

===============

Feeder
Weapon Type: Teeth/Claws
Armor Type: None
Mobility: 5
Training: 5
Max Range: Leaping
Preferred Range: Biting

These emaciated figures are made from those who consumed the flesh of a Necromorph. Now they are forever ravaged by hunger, and constantly seek out new prey.

Ranged Weaponry: None

Melee Weaponry:
-Teeth & Claws: The jaws of a Feeder are strong enough that they can bite the head of a man clean off, through his space armor no less. Their hands have evolved into bloody claws that can rend flesh from bone.

Defense:
-Despite looking emaciated, the Feeders are surprisingly durable. Their bones seem denser then a normal person's, which may account for this. Other then that, standard Necromorph resistance to pain.

Additional Factors:
-Feeders are made from the ingestion of Necromorph tissue. This would suggest that any foe that fought the Necromorph that did the same would likely suffer a similar fate.

-The transformation into a Feeder, unlike other Necromorphs, is gradual. Symptoms such as ravenous hunger for any and everything, increased senses, and loss of moral inhibitions may proceed the change.

-Feeders were made in a very dark environment, and as such, are nearly blind. Bright light only seems to agitate them. However, Feeders do have excellent hearing and an enhanced sense of smell.

-Feeders tend to travel in packs, swarming over prey and tearing it to pieces.

-Feeders are one of the few Necromorphs that cannot survive without their heads, and the loss of it will kill them.

===============

Grabber
Weapon Type: Blade
Armor Type: None
Mobility 1
Training: 5
Max Range: Pistol
Preferred Range: Melee

An inconspicuous, if slightly damaged corpse lies in wait, until it senses prey nearby. Then, it attacks, lashing out with it's extended neck to drag it's latest victim to their death.

Ranged Weaponry: Head
-The head and neck of the Grabber are its titular weapons. The neck is quite long, and when the Grabber senses prey nearby, it launches it's head, the necking stretching back to the body. The head latches onto the unfortunate victim with razor sharp teeth, then attempts to drag the victim closer to the Grabber's body for impalement. 

Melee Weaponry: Spine Lance
-The spine of the Grabber has been converted into a razor sharp lance. Once it has pulled prey close enough, it will attempt to impale them on the lance.

Defense: 
-The Grabber has all the same defenses as most basic Necromorphs.

Additional Factors:
-Aquatic: Grabbers are most commonly encountered in sewers or other aquatic places. While this seems to be their preferred hunting grounds, there's nothing to indicate that they can not be found elsewhere.

-Ambush: Grabbers work best when they can take their victims by surprise, giving them less time to fight back.

One weapon: Obviously, if the Grabber is decapitated, it would likely die instantly, a rarity among Necromorphs.

=======ELITES========

Twitchers
Weapon Type: Claws
Armor Type: Stasis Armor
Mobility: 6
Training: 5
Max Range: Melee
Preferred Range: Melee
Classification: Speed Freaks

"The infection process is doing something strange to these soldiers. They all had built-in Stasis units in their body armor. The infection is merging the Stasis unit into their flesh or something... making them move fast... real fast. Be careful." - Zach Hammond

Twitchers are Necromorphs created from hosts equipped with stasis modules (such as soldiers or security personnel). While similar to Slashers in most aspects, a disturbing side effect of the transformation is that the Stasis modules become fused with the resulting creature, and the effect of the Stasis Module is strangely reversed, with terrifying results. Because of the Stasis Module merged into their bodies, Twitchers can react and move several times faster than any other Necromorph variant, making them very hard to hit before they close in to melee range. It also causes them to have highly erratic and spastic movements, and their features seem to blur as they move when seen close up. Due to their incredible speed, they are very capable of dodging weapons fire.

Ranged Weaponry: None

Melee Weaponry: Claws
-Same as the Slashers, but their talons are wider. They are also much faster, making them all the more dangerous in close range as their enhanced reflexes and heightened strength makes it easy for them to butcher enemies up close.

-If both arms are removed, they will try a headbutt charge attack.

Defense:
-RIGs: The armor they wore in life has been mutated and fused to their skin in death. It's from the mutation mixing with the Stasis modules in the RIGs that gives them their speed. However, it is also heavily damaged, removing a lot of the protection traditional armor affords. Thus, the chest is more protected then the limbs.

-Otherwise normal Necromorph defense.

-Twitchers must have all their limbs removed to be fully killed.

-They will often times bend themselves backwards and walk on their human legs and their slashing blades while the talons protruding from their stomach wave in the air. This can cause it to be potentially difficult to dismember them because it protects their blades.

Additional Factors:
-Twitchers will fake their death in order to trick enemies.

-Super Speed: The Twitchers are likely the fastest of the Necromorphs, and trying to slow them down only brings them down to normal at worst. Even without their legs, they are still faster then most. Their speed is often a surprise to those used to other Necros, and that surprise is usually fatal.

-Armor Mutation: The fact that the corrupting mutation of the Necromorph acted with the RIG armor that way suggests that it's possible for the corruption to act with certain technologies to form more powerful variants.

-Twitchers can be identified by the gibbering noise they make, and the spastic, almost seizure like movements.

-Twitchers have no eyes, yet that doesn't seem to effect them at all.

===============

Divider
Weapon Type: Limbs
Armor Type: None
Mobility: 3
Training: 5
Max Range: Melee
Preferred Range: Melee
Classification: Infector

Dividers are tall, thin Necromorphs with the unique ability to break apart into smaller Necromorphs. Once the Divider takes on sufficient damage, the head, arms, and legs separate and become independent creatures known as "Components" or "Divider spawn." The Divider sub-sections are very fast and will damage and attempt to strangle a victim, but they are much weaker than the original Divider.

Dividers tend to be loners, but a pair, or a single Divider backed up by Exploders, is not unheard of.

Melee Weaponry:
-Clawed Limbs: Dividers use their claws to slash prey.

-Tongue: They can choke and eventually decapitate their victims with a long, tongue like appendage

Defense: None, Pain Resistant
-The torso of the Divider is just a random body, and attacking it will do nothing. Attacking an individual limb is likely futile, as the worst it will do is separate from the Divider and become a Divider Spawn. Only total destruction of all limbs will put it down for good.

Special (such as Variants)
-Divider Spawn: They can split apart into smaller, individual Necromorphs that are composed of miscellaneous body parts called Divider Spawn. These will attack nearby prey and attempt to take them over, replacing limbs or the head with themselves.

-Possession: Should a victim be decapitated by a Divider, one of the Divider Spawn might replace their head, taking control of their entire body.

Additional Factors:
-War Bellow: Dividers will emit a deep, loud bellow, likely to intimidate their prey before attacking. Otherwise, the only sound a Divider makes is a creaking and crunching sound like dry wood.

-Dividers are one of the few Necromorphs capable of highjacking bodies.

-Dividers do seem to be getting rarer as time goes on.

===============

Puker
Weapon Type: Acid
Armor Type: None
Mobility: 4
Training: 5
Max Range: A dozen feet
Preferred Range: Spitting distance
Classification: Anti Speed & Armor

A hideous transformation awaits those that become Pukers. It's acid saliva melts the flesh, even as the Necormorph virus merges it together. he host's original legs have entwined, and a clump of intestines, nerves and muscles have grown down to form an additional leg. Its fingers have merged into three long claws on each hand. Its eyes are missing, and its jaw has fused with its neck, freezing its face in a hollow, blank stare. On its torso, the lungs are clearly visible and are yellow in color, storing a limited quantity of bile to be ejected from the mouth. What remains of the flesh on the Puker's body hangs loosely around its frame. The creature's constant, messy expulsion of said caustic fluids has melted away its facial features and the skin and muscle tissue of its torso, revealing its organs. 

Ranged Weaponry:
-Acid Ball: The Puker spits a ball of corrosive bile over a long distance which burns victims and corrodes/rusts armor. Those hit will find it difficult to move with speed.

-Acid Stream: A projected steam of acid vomit for mid to close range enemies.

Melee Weaponry:
-Claws: It's claws aren't just for show, and can carve deep wounds.

-Vomit: The Puker will grapple with an enemy, then vomit on their neck and mouth in order to dissolve their head. Gross.

Defense:
-Acid Blood: A rather unique defense, the Puker has acid blood that spays out every time it gets damaged.

-The Puker, of course, has the other basic Necromorph defenses, such as pain resistance, and can only be killed via dismemberment.

Special (such as Variants)


-Enhanced Puker: Darker and slimier, these do more damage and move quicker then the normals. They are known to travel with other Necromorphs, and slow down prey with their bile so the others can catch them.
    
-DS3 Puker: Distinguished from the others by it's green coloration, the DS3 Puker is much faster, reacts quicker, and is more aggressive. It is suspected they are made from Pukers that are much older (as much as an Undead can age) then regular Pukers.

Additional Factors:
-Regular Pukers are quite slow

-Super Durable: Unlike other Necromorphs, the Puker doesn't have any particular weak spot, so the only real way to kill it is to totally rip it apart. It can survive without legs, arms, and head at the same time, and still manage to attack.

-Loss of head does not neutralize: While decapitation will prevent it from grabbing enemies, and hinder projectile vomiting for a short time, it does not permanently neutralize the Puker. It does not permanently prevent it from spraying, spewing, and/or otherwise projecting vomit.

-Acid Slows: Those hit by Puker acid will suffer a reduction of speed.

-Acid CAN and WILL hurt other Necromorphs.

===============

Stalker
Weapon Type: Claws
Armor Type: None
Mobility: 6
Training: 6
Max Range: Melee
Preferred Range: Melee
Classification: Silent Hunters

Heavily altered and bearing little resemblance to their former human selves, the Stalkers are master hunters. Possibly some of the most intelligent and opportunistic, the Stalkers move in packs, taking down their prey with strategy rarely seen in other Necromorphs.

Melee Weaponry: Claws
-While not efficient at slashing, they can still impale, knock down, and rend their victims.

-They can also charge their victims, knocking them down and killing them before they have time to recover. When they charge, they run with their limbs behind them, making it more difficult to dismember them, while also making them streamlined.

Defense: Pain Resistance / Cannot be decapitated
-Among the normal Necromorph traits, the Stalker possesses a a hardened and highly mutated skull, one which makes it immune to decapitation.

Special (such as Variants)
-Enhanced Stalker: Darker, with double the speed, power, and health of it's counterpart.
    
-Brethren Stalker: Larger and bulkier then the others, it has a head crowned with large fang-like spines.

Additional Factors:
-The Stalkers will try and lure their prey into open areas, peaking out from behind cover to entice. Meanwhile, other Stalkers will flank the prey to attack it from behind.

-Group tactics: Stalkers never work along, always traveling in groups and working together to take down dangerous prey.

-Very intelligent: Capable of strategies to complex for other Necromorphs, the Stalker is likely one of, if not the most intelligent Necromorphs.

-Stalkers prefer to bolt to a hiding spot and work out a new plan if damaged rather then stay and continuing to fight.

===============

Waster
Weapon Type: Varies
Armor Type: Varies
Mobility: 3-4
Training: 5
Max Range: Varies
Preferred Range: Varies
Classification: Ambush Agent

Don't let their appearance fool you, these are no humans. The Wasters use these insidious disguises to get close to their prey, then attack!

Ranged Weaponry: Projectiles
-This only happens if the Waster looses it's legs. When it does, it MAY grow appendages that shoot projectiles similar to Lurkers.

Melee Weaponry: Tools / Tentacles
-In standard mode, the Waster can use a variety of handheld tools such as ice axes, hatchets, saws, wrenches, crowbars, and batons. Really, they could probably use any melee weapon they cot their hands on.

-If certain parts of the Waster are damaged, they will sprout tentacles with prongs on them to attack instead.

Defense: Varies / Endurance

Special: Adaption:
-Dismembering certain parts of their bodies can trigger a horrifying transformation! If the top half of their body gets to damaged, the torso will fall off, revealing up to three pronged tentacles. If the legs are dismembered, projectile shooting appendages will sprout from the abdominal area for defense as well as movement. Should the lower half of the body be destroyed, these same tentacles will spawn from the abdominal area from the upper body, though the existing arms will be used for movement, resorting to a crawl.



Rarely will this ever happen, but if both the torso and the leg have been shot off, then instead of dying, the Waster will sprout one more tentacle and rapidly crawls towards Isaac like an arachnid.

Additional Factors:
-Looks human: The Waster looks mostly human (or whatever species it's trying to copy), and it uses this to great effect. Only when you get close can you see the differences (foaming mouth and glowing eyes). 

-Can use tools: Wasters are one of the few Necromorphs capable of using tools. While not complicated (mostly just handheld weaponry, and only melee ones), it does mark them as one of the more evolved and intelligent Necros.

-Wasters don't always mutate. Sometimes, if killed quick enough, they never grow new limbs.

=======HEROES========
*It should be noted that, while these do count as Heroes, there is no reason why the Necromorph could not make more of them. It all depends on how much biomass the Necromorph virus attains, and what the situation is.


Hive Mind
Height: Massive
Weight: A lot
Age: ????
Type of Hero Bonus: Leader / Destruction
Classification: Guiding Intelligence… sorta

This titanic worm like Necromorph acts as a conduit for the Brethren Moon's will, and is the guiding intelligence for the Necromorph outbreak on the planet, directing the infection much like other generals or commanders.

Ranged: Acid Projectiles
-The central mouth of the Hive can spit acidic projectiles.

Melee: Giant Tentacles / Teeth
-The Hive has three large tentacles that can smash a person into a bloody smear. It also has a large prominent mouth with two sets of jaws, each with its own rows of razor sharp teeth.

Defense: Sheer Size

Special: Spits out Pregnants
-In addition to spitting acid, the Hive Mind can also release Pregnants to defend itself.

Additional Factors:
-While it was initially assumed that the Hive Mind was the "command-center" for the Necromorphs, it is actually a highly sophisticated drone commander. While destroying it will leave the other Necromorphs units without a commander, a new one can be grown, and the Brethren Moon and Marker can both still exert influence over the Necromorphs.

===============

The Hunter 
Height: Slightly taller then a man
Weight: ????
Age: ????
Type of Hero Bonus: Destruction
Classification: Prototype Super Creature

A biologically engineered Necromorph created by Dr.Mercer, the Hunter was made by inserting a piece of the Corruption (see Support) directly into the skull of a still living crew member.

Melee: Scythe-Blades for slashing and impaling!
-The Hunter physically resembles a Slasher, possessing large blades that are attached to a pair of elongated arms jutting out from its shoulderblades. It is noticeably bulkier and taller than the standard Slasher, and its original arms appear bound inside the flesh of its torso similar to a straightjacket.

Defense: Regneration
-The Necromorph can quickly and easily regrow any lost limbs, and recover from most forms of injury dealt by conventional weapons.

Additional Factors:
-Slow: The Hunter never seems to be in a hurry to get anywhere, slowly stalking it's prey around. Even when cornered in the same room as it, it doesn't move towards them with great haste.

-Full Body Destruction: The only way to actually get rid of the Hunter permanently is destroy it's body completley

===============

The Leviathan
Height: Utterly Massive
Weight: 10 Kilotons
Age: ????
Type of Hero Bonus: Destruction
Classification: Tentacled Horror

"I've got more intel on the atmosphere. A survivor's report says that a massive creature entered the Hydroponics deck from outside the ship. That's when the air quality began degrading. The survivor called it... the Leviathan."

The Leviathan collided with the USG Ishimura while drifting through space, after which it made its way into the Hydroponics deck of the ship and barricaded itself inside the Food Storage facility. Shortly after, tracts of the Corruption began to spread at geometric rates in close proximity to the Leviathan, and proceeded to overtake much of the deck.

Shipboard oxygen levels became critical as a result and, with the creation of poison-exuding Necromorphs known as Wheezers, the Hydroponics Deck became unable to support human life. A crew member encountered the beast and dubbed it with its name.

Ranged: Explosive Cysts
-The Leviathan can spit out organic bombs through it's central mouth.

Melee: Three Tentacles / Teeth
-The Leviathan has three massive tentacles that it will use to sweep the area in front of it, smashing aside all obstacles.

-The Leviathan also has a mouth full of teeth proportionate to it's size, and it will use it's tentacles to pull objects close enough to get them acquainted with said teeth.

Defense: Sheer Size
-The Leviathan is a massive creature with health to match. Most blows don't seem to phase it. It tentacles can be damaged when they stretch themselves all the way out, but they can regrow. The major weak point of the Leviathan is it's insides, which are really only exposed when it opens it's mouth to shoot bombs.

Special: Can regrow Tentacles
-The Leviathan can regrow it's tentacles.

Additional Factors:
-Corruption Speed Up: For whatever reason, the Necromorph substance called 'The Corruption' (see Support) grows exponentially faster around the Leviathan.

===============

The Slug
Height: ????
Weight: ????
Age: ????
Type of Hero Bonus: Destruction
Classification: Big tentacled thing

The Slug is an exceedingly large Necromorph that clung to the side of the USG Ishimura.

Ranged: Thrown Objects
-The Slug will use it's tentacles to pick up debris, or tear off bits of nearby structures and throw them at whatever is attacking it. It does seem to have very good aim despite no visible eyeballs.

Melee: Five Tentacles
-The Slug has five tentacles. These can be used for smashing, grabbing, choking, etc.

Defense: Size
-The Slug is incredibly large, and it's main body just soaks up damage with no visible effect besides pissing it off. Unless you know what it's weak points are, attacking it is pointless.

Additional Factors:
-Weak points on tentacles: In case you were wondering, the weak points are the big yellow pustules on the Tentacles. If those take enough damage, they will burst, destroying the tentacle.

===============

The Tormentor
Height: ????
Weight: ????
Age: ????
Type of Hero Bonus:  Destruction
Classification: Mutated Tri-pod?

The Tormenter is a very large Necromorph with a thin body and highly elongated limbs. At the end of a flexible neck is the creature's "head," which is formed from the head of a single human victim; the upper jaw has expanded into a fanged maw and a pair of mandibles protrude from either side of the face. The Tormenter's forelimbs are extremely long, and are composed of glowing yellow tissue near the shoulder joint. The rest of the body is a serpentine, misshapen mass of bony spikes and necrotic tissue. Overall, it resembles a Tripod, albeit heavily mutated and armored and lacking the former's bladed tongue. 

Melee:
-The Tormentor is very strong, easily bashing its way through most obstacles, and can kill man with it's bare hands with little effort.

-The Tormentor can take a man's head off in one bite.

-The Tormentor is also heavy enough that it can trample a man to death with it's charge.

Defense: Super Durable
-It is very tough, as the guns from the EarthGov Gunship that can destroy a shuttle, doesn't seem to damage it. Only by attacking it's yellow tissue at the shoulder joints can it be damaged.

Additional Info:
-The Tormentor is relentless! Even getting sucked into space won't stop it from trying to rend it's prey limb from limb.

===============

The Ubermorph
Height: ????
Weight: ????
Age: ????
Type of Hero Bonus: Destruction
Classification: Regenerative Killing Machine

While it's origins are unknown, it is known the the Ubermorph was a regenerating Necromorph that stalked Titan Station, totally resisting all attempts to kill it, only meeting it's true end when the Marker that created it was destroyed.

Melee: Bladed Limbs
-The Ubermorph attacks with slashes and can impale people on it's razor sharp blades.

Defense: Regeneration
-Like the Hunter, the Ubermorph cannot be killed, and all attempts to do so are undone via regeneration.

Additional Information:
-Unlike the Hunter, it is not known if the Ubermorph could survive the total destruction of it's body, as it is killed when the Marker is destroyed. It is assumed, though not confirmed that total destruction would likely kill it as well. 

===============

The Snowbeast
Height: 14ft
Weight: ????
Age: ????
Type of Hero Bonus: Destruction
Classification: Possibly corrupted Native

The Snowbeast is a large Necromorph found on the surface of Tau Volantis. Because of its humongous body structure, it is likely either made up of multiple human corpses or is a Necromorph mutation of a creature indigenous to Tau Volantis (this is implied by several S.C.A.F. logs). Intelligent and resilient, it stalked Isaac across the frozen walks of Tau Volantis.

Melee: Mouth Tentacles / Stomp
-The Snowbeast is fond of charging it's opponents, and can take advantage of its size to smack smaller foes around. It's also fond of stomping things to death.

-It's mouth is full of long, regenerating tentacles.

Defense:
-The Snowbeast withstands bouts of gunfire, long falls, and having machinery slammed into it. It was only killed when it was physically torn to pieces.



Additional Factors:
-Sentient: Unlike most Necromorphs, the Snowbeast is more self aware, acknowledging when it has lost the advantage and retreating. This sense of self-preservation is unusual among Necormorphs.

===============
The Boss
Height: ????
Weight: ????
Age: ????
Type of Hero Bonus: Leader / Destruction
Classification: Giant Monster

The Boss is a large Necromorph so massive it requires half it's tentacles to support and move it. It enjoys lodging itself in important machinery as a form of sabotage, and directing lesser Necromorphs from there.

Ranged: Tentacle Projectile
-The Boss can fire razor sharp projectiles from it's tentacles.

Melee: Slam / Teeth
-It's tongue is bladed, and as long as it's tentacles. It can trip it's prey, or slam into them.

-The Boss also has a lovely mouth full of pearly whites that it'd just love for you to take a look at.

Defense: Size
The Boss is big, and most human sized guns barely affect it. Only destroying the glowing orange tumor-like growths on it really affects it, and doing so is going to make it even madder.

Special:
-The Boss can call for assistance from Slashers, Exploders, and Lurkers to distract a foe from attacking the Boss (though the Boss doesn't seem to mind if it's subordinates die in it's attacks).

Additional Factors:
-Supported by tentacles: Two of the Boss' tentacles are used to support it (and presumably move it). If they are taken out, the Boss will fall over.

-Glowing Tumors: The Boss has ten glowing tumors that mark it's weak points: Four on the chest, one on each tentacle, one on the back, and one large one on its head. If all are destroyed, the Boss will die.

===============
The Creeper
Height: ????
Weight: ????
Age: ????
Type of Hero Bonus: Destruction
Classification: Slug-Like Creature

"How do you cut the limbs off something that doesn't have any limbs?!"

A formless mass of necrotic tissue, the Creeper moves along like a massive slug, dissolved bones (including skulls that seem to grin out at you!) visible inside. The Creeper dissolves and incorporates any organic matter that comes into contact with it and, most terrifying of all, bypasses the Necromorph Dismemberment Weakness.

Melee: Acid Body
-The Creeper is like The Blob. Anything organic that comes into contact with it will be dissolved, and used to make the creature bigger.

Defense: No limbs or known weak points
-The Creeper has no limbs to cut off, and no visible weak points to damage or kill it. As such, it is not clear if the Creeper can even BE killed.

Additional Factors:
-Weak to Fire: While it may not be clear how to kill the Creeper, it is known that it recoils at fire. 

===============

The Spider
Height: ????
Weight: ????
Age: ????
Type of Hero Bonus: Destruction
Classification: Octopus-Spider

With a large, octopus/spider like form, this massive Necromorph crawled across the surface of the Ishimura, and proved to be a formidable opponent.

Ranged: Spikes
-The Spider's two largest arms, each one ending in a scorpion-like stinger, can shoot barbs at high speed.

Melee: Tentacles / Teeth
-The Spider will whip enemies with large tentacles, which can move with precision to move small objects about with fine control.

-The Spider will use its long tube-like mouth that can reach out and latch onto its victim. Once onto its target, many small pustules start to grow inside the mouth, bursting and hurting its victim.

Defense: Size / Armor Plating
-The Spider is gargantuan in size, and its limbs are armor-plated, rendering direct fire on it useless.

Special: Eggs
-The Spider has a secondary mouth attack where glowing sacs attached to a tentacle will burst and Leapers will be released.

===============

The Urchin
Height: ????
Weight: ????
Age: ????
Type of Hero Bonus: Destruction
Classification: Large Water Dwelling Monster

It's origins a mystery, the Urchin is a formless mass of necrotic tissue surrounded by deadly tentacles. A potential offshoot of the Leviathan, the Urchin dwells in the wet and dark places of the world.

Ranged: Explosive Sacs
-The Urchin can fire explosive pus-filled sacks.

Melee: Tentacles / Teeth
-The Urchin favors battling with it's tentacles. It will whip prey about, throw nearby debris at them, or try to drag them under and devour them.

Defense: Size / Submerged
-The Urchin is no doubt very large, but most of it remains hidden underwater, making only it's tentacles available for damage.

Additional Factors:
-Aquatic: The Urchin is an Aquatic entity. It keeps itself submerged in water, will not stray from it's source of water, and if the planet this battle takes place on does not have water, the Urchin will not be present.

=======CALVARY========

Leapers
Type of Armor: None
Weapon Type: Stinger
Speed: Hard to tell, but they can cover stadium sized areas in only a few leaps
Calvary Purpose: Skirmishes
Classification: Agile Jumping Monster

A single corpse modified heavily for greater strength and agility; it's former legs made into a tail capable of coiling like a spring and launching it vast distances to reach it's unfortunate victim.

Armament: Tail Stinger / Teeth & Claws
-The Leaper's main weapon is it's large tail stinger. When it nears a target, it will rear it's tail back and slam it into the target, much like a scorpion. However, while not poisonous like the scorpion, it is razor sharp, and can do serious damage

-Besides that, the Leaper has a clear set of massive fangs that could easily tear a man's head off. It also has claws, made worse by the strong arms that use them.

Defense: None, pain resistant
-Leapers have the same defenses as nearly all other Necromorphs.

Special: 
-Enhanced Leapers: Noted by their darker skin and glowing eyes, Enhanced Leapers have much thicker skin, able to repel several blasts from a Plasma Cutter before a single limb is severed. Their strength and leaping ability is also increased.



Additional Factors:
-Leapers can crawl on walls and ceilings as easily as floors

-A Leaper tends to resort to using teeth and claw only after it's tail has been destroyed.

-Enhanced Leapers are especially deadly in dark areas due to their coloration.

=======ARMOR========

Drag Tentacle
Weapon Type: Tentacle
Armor Type: Muscle
Speed: Slow
Classification: Giant Tentacle

Drag Tentacles are massive… well, tentacles that spring from holes to wrap themselves around you, then, you guessed it, drag you away into the darkness to be violently torn apart.

Armament: The Drag Tentacle attacks with it's large body, wrapping around prey and then dragging them away.

Defense: The Tentacle is pretty thick and muscular, able to take extended gunfire or fire exposure. However, a glowing pustule near the center of the tentacle can be considered a weak spot.

Additional Info:
-It's never exactly clear WHAT the Drag Tentacles are connected to. Possibly the Hive Mind, maybe an evolution of the Corruption, or some massive as yet unseen Necromorph.

-The appearance of a Drag Tentacle is usually heralded by the sound similar to that of a whale.

-Despite just being a tentacle, each one seems to have it's own personality, and preferred method for brutal murder.

===============

Brute
Weapon Type: Muscle / Explosives
Armor Type: Thick Plating
Speed: Charges
Classification: Muscled Hulk

A large necromorph composed of multiple corpses. It is heavily armored and possess extreme physical strength, making it a deadly foe in combat.

Armament:
-Explosives: If the Brute is rendered immobile by the loss of its legs, it will begin to lob organic bombs from an otherwise rarely exposed hole in its belly.

-Strength: The Brute is incredibly strong. It's seen punching it's way through a steel door with little effort, and can easily beat a man to death with just a headbutt. Thus, fighting the Brute in melee range is typically a bad idea.

-Charge: Despite it's size, the Brute is also quick, able to close the distance with its prey with a quick charge.

Defense: 
-The Brute is almost entirely encased in an armored, spiked exoskeleton made from bone and calcified skin. Its posterior is relatively unarmored, and from it sprouts a pair of vestigial arms used for support if one of its main arms is cut off.

-When one of it's weak points (just before the shoulder joint, and towards the back along it's rear legs, identified by their yellow coloration) the Brute will contract within its armored plates to protect itself.

Special:
-Enhanced Brute: It appears black, and is much stronger, requiring more ammunition to damage and take down.

===============

Tripod
Weapon Type: Tongue
Armor Type: Muscle
Speed: Quick
Classification: Muscle bound Leaper

A large three-legged Necormorph made up of the corpses, the Tripod's appearance and abilities vary on gender, though both are extremely violent, even by Necromorph standards.

Armament: (Male Variant)
-Arms (Swinging, Ground Pound): The Tripod will attack by swinging its arm in a wide arc, slamming its fist into the ground.

-Pounce: It can pounce on it's victim from a distance.

-Tongue Blade: It will also flail it's bladed tongue around to do cutting damage.

Defense: Thick Skin / Plates
-The only weak points are yellow pustules located on each arm and one on the tongue. Only by destroying these can the Tripod be killed.

Special:

(Female Variant)

While also formed from multiple corpses, the primary host appears to be a human female. Most disturbingly, an infant's body and limbs are seen growing out of the Tripod's tentacle.

-Females will use their tongue like a Drag Tentacle, and if the sac is not destroyed, will decapitate it's victim.

(Tripod Nest)
The Tripod's Nest was a large form of the Corruption formed into a nest in order to accommodate multiple Tripod.

Additional Info:
-Males are the more common Tripod

-The Tripod prefers to fight in large open areas

===============

Alien Necromorph
Weapon Type: Physical
Armor Type: None
Speed: Normal
Classification: Corrupted Aliens

The Alien Necromorph was created from the mysterious alien beings who were once native to Tau Volantis. These menacing beasts, standing 7 to 8 feet tall and as strong as Brutes, are all that remain of them.

Armament:
-Charge: Must like the Brutes, the Alien takes advantage of its size and strength to charge the enemy to hammer then with brutal attacks.

-Spawns Crawlers: From the cavity in their stomach the Alien can spawn alien Crawlers (which act in the same way as their human counterparts).

Defense:
-The Alien lacks the Brutes armored plates, and are thus easier to damage. However, when the Alien goes into a charge, they are nearly impossible to stop, unless the shot tears off a limb or two, or outright kills the creature.

-The head part can be shot off, but will not hinder the creature.

Additional Ino:
-Unlike the Brute, the Alien was formed from a single Alien body.

-Despite being Necromorphs, the mutations to the Alien's bodies appear minimal at best, with only red mutated patches appearing in select areas on their bodies, they are otherwise indistinguishable from the uninfected remains of the aliens found under Tau Volantis's surface.

-During the initial expedition to Tau Volantis, several Alien Necromorphs were discovered frozen within the planet's surface. Upon thawing, these thought to be dead creatures returned to life, slaughtering members of the science team. This further adds to the Necromorph's already impressive physiology, able to survive millions of years encased in ice.

===============

The Nexus
Weapon Type: Pods, Claws, Mouth
Armor Type: Size
Speed: Slow
Classification: Ground Commander

The Nexus is a massive Necromorph encountered on Tau Volantis. Much like the Hive Mind encountered on Aegis VII, the Nexus serves as ground commanders for lesser Necromorph forms, telepathically broadcasting Marker signals and coordinating infestations. There can be several Nexus creatures on the same planet directing different parts of the Infection.

Armament:
-The Nexus can shoot many red pustule projectiles that explode upon contact.

-Giant Claws: Each hand has a set of giant claws

-Mouth: The Nexus can create a vacuum with it's mouth, drawing small prey towards it, where it can use it's mouth full of teeth to chew them to bits.

-Insides: If something manages to make it into the Nexus alive, it's stomach is filled with not only acid, but also Nests (see Defense). The Nexus has a hollow internal chamber which is covered in Corruption strands. Cyst like objects are located in corners. If shot at, they will summon enhanced Feeders to defend the stomach.

Defense:
-The Nexus is massive in size and can soak up a lot of damage, both outside and in.

Special:
-If the pustules it shoots remain undisturbed, Feeders and Slashers can burst from them to aid the Nexus.

===============

Regenerators
Weapon Type: Scythe
Armor Type: Regeneration
Speed: Running
Classification: Juggernaut

In basic body shape, the Regenerators resemble the Hunter more closely than the Ubermorph. However, they maintain the same smooth skin as the Ubermorph's, although they have large gashes in their abdomens and appears to have Unitology markings upon their bodies, suggesting that they may have been former members of the Deep Dig team, which logs state that when they had no surface to scrawl marker symbols on, they would use their own flesh.

Armament: Scythe Blades
-The Regenerators are armed with scythe like blades for arms that can slice people limb from limb.

Defense: Regeneration
-As the name states, these guys have massive regeneration powers, to the point that trying to kill them with conventional weapons is impossible. Any normal attack will only slow the creature down and waste ammo. The only way to kill them permanently is to destroy the entire body at once.

===============

Grave Robber
Weapon Type: Various
Armor Type: Plates
Speed: Slow
Classification: ????

A large three headed Necro made up of dozens of corpses, most of which can be seen to be partially absorbed into it's flesh, the Graverobber is a super-rare creature, and few live to tell of encounters of it.

Armament:
-Scythes: Blades like the Slashers have grow from it's back.

-Tusks: Two tusks from from the heads on the side, and can be used to gore those that get close.

-Tongue: A long fleshy tongue comes out of the central head, acting as a tentacle to draw prey closer.

-Strength: It's sheer size lend it incredibly strength to utterly decimate anything in it's way.

Defense: Bony Plates / Regeneration
-The Graverobber has several armor-plate regions on it's body, forming a ribcage-like pattern along the length of its torso. The Graverobber could also regenerate by consuming biomass

Special:
-Devours bodies for biomass: The Graverobber could devour dead bodies it finds in seconds, adding them to it's biomass.

Additional Info:
-Super rare!

=======AIRCRAFT========

Flyer
Type of Aircraft: Organic
Fighter or Bomber?: Fighter 
Weapon Type: Stinger
Armor Type: None
Classification: Bat-like creature

One of the only known Necromorphs that can fly, the Flyer resembles a bat, swooping down on prey in groups and slashing at them with their stinger.

Armament: Teeth & Tail:
-Swooping down, Flyers will attempt to maul a creature with their teeth. Barring that, as they fly over, they will slash the creature with their bone-tail.

Defense: None
-No real defense, save the resistant to pain all Necromorphs have.

Additional Factors:
-Agile in the air, and are very hard to hit from a distance. They can pick up some major speed when diving.

=======MISC.AIR========

Medusa
Type of Aircraft: Organic
Purpose of Aircraft: Block Enemy Aircraft
Classification: Hovering Attack Form

Made from the native life of Tau Volantis, Medusa's are found exclusively in zero-g environments. However, for the PC, they have been repurposed to function on planets, hovering in the air and firing on anything that gets close.

Armament:
-The Medusa can fire homing projectiles that seek and destroy targets.

-They can also deliver a devastating melee strike with one of their four limbs.

Defense:
-None, save what is typical of a Necromorph. However, shooting at the glowing sack of the Medusa will cause them to react with violence.

Additional Factors:
-If not attacked, it is possible for someone to simply sneak around the Medusa without engaging it.

=======SUPPORT========

The Corruption
Armor Type: None
Type of Support: Environment Changer
Classification: Necromorph Biome
What Bonus do they give?: Environment

"I don't know what the hell this stuff, looks like someone threw up their guts all over the walls, but it's spreading faster than we can cut it up, which is pretty disgusting in itself."

The Corruption is one of the first stages of the Necromorph infestation, and the most prominent indicator of the bio-recombinant abilities that all Necromorphic lifeforms possess. Wherever present, larger numbers of Necromorphs are usually encountered.

The Corruption acts primarily as both an environmental adjuster and a universal source of ready biomass for rapid recombination. This latter use of the Corruption is most clearly evidenced by Guardians.

The Corruption is only active in the presence of a Marker signal.

Armament: None

Defense: Regenerations
-The Corruption has an extremely rapid growth rate. A member of the Ishimura crew remarked that by the time they had finished sterilizing an area of the Corruption, it had already grown back, and in even greater size.

Special/Detailed Purpose:
It is revealed through ship logs that the Corruption is a habitat changer, somewhat of a Necromorph "Biome". This suggests that the Necromorphs could not easily infest the ship without its presence and that the hostile creatures would be very weak without it.

In addition to being a habitat changer, the Corruption helps the Necromorphs adapt to the various environments they travel through, such as zero-g areas and vacuum. It also serves as a hive to conceal themselves and to conserve their energy for unsuspecting prey when left idle to extended periods of time, helping support the theory that the Corruption may be less of a Necromorph Entity and more of a Necromorph Habitat.

Additional Factors:
-Requires Marker Signal

-The Corruption has a slick or sticky surface, causing non-Necromorph entities to move much more slowly on it.

-The Corruption is relatively sparse in submerged areas, as seen when traversing the Ishimura sewers, the Corruption can be seen covering large areas above water, while the flooded canals and drains surprisingly lacks any growth.

-Cysts, Guardians, and Nests can only grow and appear around the Corruption, furthening the theory that the Corruption grows by absorbing and consuming organic matter around it. This also helps support the theory that the Corruption is more of a Necromorph habitat, as Cysts, Guardians, and Nests appear to be unable to be formed or spawned without it.

===============

Markers
Armor Type: Made of a sturdy possibly stone like material
Type of Support: Many
Classification: Source of the Necromorph Virus
What Bonus do they give?: Necromorph Creation

Markers come in two types, Original Black, and duplicate Reds. Both function in similar ways, though Black Marks will drive people to recreate it in the form of Red Markers.

(A lot of what follows is copied from the wiki, as it explains in way better then I could).

No matter the species, a Black Marker can influence any planet’s given inhabitants (usually the apex/dominant species) to create Red Markers under the guise of limitless energy; unaware of the manipulation, said inhabitants typical reasoning for creating duplicates is often the harvest of a natural resource for energy purposes. In reality, Red Markers merely propagate the spread of the Necromorph life form and its subsequent Convergence Event.

By design, they resemble and function like their precursors. The marked difference, however, is the red pigment which they carry. The red hue likely came from bismuth, a type of metal used to replace certain elements of the Black Marker that human scientists were lacking in order to create a perfect duplication. This particular trait may or may not cross all species who create Markers; the Red Markers created by the alien race of Tau Volantis were predominantly black, their veins the only prominent red feature.

When activated, the copies emits a highly-tuned frequency to its surroundings that, when coming into contact with dead organic tissue, reanimates the cells, thus creating Necromorphs. No matter the size of the Red Marker created, the signal's strength remains the same. Even when a Marker is destroyed, unless utterly obliterated, the carrier wave will continue emitting from its shards. Once all fragments of a Marker are destroyed, however, the signal stops and all Necromorphs created would be destroyed; reduced to a inanimate sludge unless brought back into the proximity of another Marker.

The effects of living humans exposed to this frequency varies; a majority of humans are unable to decipher the signal, thus perceiving it as mere "noises", images and meanings without coherence, which ultimately causes the person to become paranoid and prone to constant hallucinations. It was hypothesized that this attributed to some undefined aspect of the individual's intelligence. Notable examples of this tactic can be seen in Dr. Kyne and Isaac Clarke during the events of Dead Space, as Marker 3A urged them both to return it to its proper place.


A Red Marker tend to create the illusion of a loved one; Dr. Kyne often conversed with his dead wife, Kendra Daniels repeatedly saw her dead brother, and Isaac Clarke saw his deceased girlfriend. A Convergence Event can be triggered by a single Red Marker alongside the mass of dead tissue created by the Necromorph contagion it perpetuated; the number of Red Markers present may merely assist in hastening the process.

Following the events of Dead Space 3, it can be assumed that an intelligence is driving the particular hallucinations each person is seeing; hence the deliberate sabotage of the food stores on Tau Volantis, forcing non-infected personal to eat infected flesh and become Feeders.

It is possible that Marker 3A was using promises of halting the outbreak in order to be returned to Aegis VII so that it could use the, presumably, greater biomass of the entire infected colony to achieve Convergence. This is supported by the pulse Marker 3A releases after being returned to the pedestal, which appears to be identical to the pulse released on New Horizons and Titan Station. This is also supported by the fact that Marker 3A didn't stop the Necromorphs at all, as Isaac was attacked by the Hive Mind after its return.

Armament:
-The Markers have shown repeatedly that they can affect organic lifeforms brains, causing them to hallucinate; using this to either control them or drive them absolutely bonkers. It seems the closer one's proximity to the Marker, the greater influence it can exert, but time is also a factor. Those who have spent little time around a Marker would not be greatly effected, no matter how close. But the longer the Marker had to work on their minds….

Defense: Markers are typically made of what appears to be a stone or metal like material, and are both heavy and durable. In addition, Markers can guide Necromorphs to defend them, as well as driving people insane to protect it or ward them off.

Special/Detailed Purpose: A Marker's signal is the source of the Necromorphs. If a Marker was totally destroyed, all the Necromorphs created by it's signal would be reduced to sludge, unless remade by a new Marker.

Additional Factors:
-The Marker has only been shown to effect organic minds. How well it would work on the minds of robots, demons, or other hive minded creatures is questionable.

===============

Wheezer
Armor Type: None
Type of Support: Terraforming
Classification: Poison Gas Emitters
What Bonus do they give?: Make it difficult for non-Necromorphs to enter or survive in a given area

Mutated to have two giant lungs on their back, and trapped in the fetal position, the Wheezer constantly produces a poisonous gas. Necromorphs are not effected by its power, but living beings are. This makes it difficult for non-Necromorphs to move in Necromorph territory, while also killing many to add to the Necromorph horde. 

Armament: Poison - See Special Purpose

Defense: None

Special/Detailed Purpose: From the two giant lungs on its back, the Wheezer produces a poisonous gas each time it breathes. While not immediately lethal, it will quickly drain the health of those in the area.

Additional Factors:
-Cannot move

-Identified by the wheezing sound it makes

-Standing right next to a Wheezer is not advised, as it allows the poison to affect you more easily.

===============

Infector
Armor Type: None
Type of Support: Infection
Classification: Infector
What Bonus do they give?: Makes more Necromorphs

Armament: Large Stinger
-The large proboscis the Infector has can be used as a spear, penetrating even thick RIG armor.

Defense: None/Pain Resistant
-The Infector has no more defense then most Necromorphs, though it doesn't seem to have an obvious dismemberment point save perhaps its proboscis

Special/Detailed Purpose: Infection
-When the Infector comes across a dead body, it injects it (usually through the head) with a special concoction that rapidly (literally in the span of seconds) turns it into a new Necromorph unit. It will prioritize this above combat, letting its creations take care of such things. Only when there are no more bodies to infect will it engage an enemy.

Additional Factors:
-Will Typically go for the head

-Necromorphs have been known to drag bodies away to make it easier for Infectors to find them. Sometimes, large piles of bodies are made, so the Infector can make a larger Necromorph unit.

===============

The Swarm
Armor Type: None
Type of Support: Reanimation
Classification: Scuttling Zombie Crabs
What Bonus do they give?: Extra Troops

Strikingly similar to crustaceans or arachnids, the Swarm will rush to the nearest corpse and burrow into it, reanimating it and converting the corpse into a Waster or a Slasher. The Swarm allow for multiple bodies to be infected simultaneously to cause a quick wave of Necromorphs that can overpower their enemies quickly if not dealt with fast enough. The Swarm relies on dead bodies to attack; they will burrow into the corpse and take it over. If the reanimated body is destroyed, the Swarm will rush over to the next available corpse and re-animate said body until killed. The Swarm will quickly insert themselves into a body if not stopped.

Armament: Teeth
-If the Swarm find no bodies, or run out, they will leap at their enemies and savage them with their teeth. As their rarely a lone Swarm, this can mean multiple angry biting Necromorphs latching onto an enemy form several angles, trying to burrow their way into the body of the still living prey.

Defense: None, save that they are small and fast.

Special/Detailed Purpose:
-Reanimation: As stated, the Swarm burrow into and reanimate found corpses into Necromorph units.

Additional Factors:
-Makes only Wasters or Slashers: For whatever reason, the Swarm only seems to make Slashers or Wasters.

=======DEFENSE========

Guardian 
Type: Anti-Infantry

Former humans, the Guardians are immobile creatures. They are anchored onto walls, their flesh fused together with the Corruption. They serve as 'guardians' to areas important to the Infestation, or simply hindrances that prevent prey from proceeding/escaping.

Special:


-Immature Variant: At this stage, the newly formed Guardian is extremely weak and lethargic, easily dispatched and is incapable of performing any kind of lethal attacks. At the very most, they will play dead until approached, or otherwise alerted, when the Corruption will attempt to cause damage by flailing out the host's intestines over which the host has no control.

The Guardian (at least the mature Guardian) attacks by releasing pods at enemies from a distance, and using scythe like tentacles to decapitate and maim anything that gets close.

The Guardian can be killed by severing all the tentacles from it's chest.

It's possible some portion of the brain still functions in the Guardian, as they are often observed screaming (In horror at their situation or agony from their transformation is not clear) whenever they are approached. This could potentially alert other Necromorphs that prey is near.

===============

Pods
Type: Anti-Ground

Pods are small, embryo-like Necormorphs that Guardians eject as a means of self-defense.

Alone, Pods can do very little, but in larger groups they can deal serious damage. When threatened, the Pod extends a tentacle that is capable of flinging sharp projectiles. On the body, a heavily distorted mouth and eyes can be made out. The Pod is apparently filled with an organic explosive that causes it to burst when the tentacle is severed. Pods can be found wherever a Guardian is located, and are occasionally spawned from the Corruption

===============

Cyst
Type: Organic Land Mines

Cysts appear to be growths of the Corruption that serve to kill targets moving through its immediate vicinity. It is capable of excreting undead bombs that will explode violently upon impact. Though effective as area-denial defense, they are not capable of distinguishing between human hosts, inanimate objects and Necromorphs, and will eject their bomb should anything come within range, Necromorph or not.

===============

Nest
Type: Area Denial

The Nest is formed from a female host and at least one other body fused back to back, with three fleshy, bulbous "arms" having sprouted from the shoulders of the bodies; the lower sections of its constituent bodies are fused into a mass of flesh which serves to anchor the Nest to a surface, making it a sessile Necromorph similar to the Guardian. Also similar to Guardians, Nests appear to serve an "area denial" function, albeit adapted to act as sentinels in large, open areas. A third feature shared with the Guardian is that, to kill a Nest, its "arms" must be destroyed, with the rest of its form being invulnerable to damage.

When there is no threat around Nests retract their bodies inside their lower sections, protecting it from harm. If an intruder enters into range, the Nest immediately emerges from its lower section and begins thrashing around, releasing swarms of small, red-glowing Necromorphs from its arms; these Necromorphs then proceed to home in on the target, detonating upon contact. After releasing a swarm, the Nest will temporarily enter a refractory period before thrashing its arms once more, the "pause" between swarms lasts approximately five seconds.

Nests lack any sort of close-range attacks, instead simply retreating back inside their lower sections when a threat comes too close (about one to two meters), rendering it invulnerable to damage once more; once the threat moves far enough away again, however, the Nest will reemerge and continue its assault.

===============

Flytrap
Type: Anti-Infantry

A very rare Necromorph type, the Flytrap is made from half a human corpse. It hangs on ceilings or rafter where prey is likely to pass below. When it does, it drops down, using it's tentacles to wrap around and strangle while it's claw like hands go to work on the victim.

LEADER:

Hive Minds

The Hive Mind is the commander for the Necromorph forms on whatever planet they are invading. The Hive Minds receive their orders from the Brethren Moons, and then relay it to the Necromorph forms in turn. A Hive Mind directed the outbreak on the Ishimura, and lead the Necromorphs during the invasion of Tau Volantis, and would have achieved victory and convergence had the planet not been frozen over.

As the Hive Mind is not a unique form, there can be more then one at a time, and a destroyed one can be replaced.

--Style of Leadership: Hive Mind (it's right there in the name!)

--Adaptive creativity: 85: The Necromorphs have shown they can incorporate just about any form of biomass, as well as some technology into a variety of monsters.

--Tactics: 50: While the Hive Mind does direct a vast number of Necromorphs, it's strategies don't seem to go far beyond overwhelming the enemy with a large number of monsters.

--Strategy: 70: The Hive Mind works to assimilate every living organism on the planet and initiate a convergence into a new Moon. This has happened before, as evidenced by the other Moons. However, in recent times the Necromorphs have been stopped by lone individuals.

--Intuition: 75: With the Marker perverting the minds of the people they are invading it does take some of the guess work out, but the Necromorphs have shown they can get ahead of people on the way to their goals, and place Necromorphs in their way.

--Audacity: 100: Necromorphs do not know fear or restraint. They will attack again and again until the enemy is dead.

--Psychological warfare: 79: The Marker tears people's minds apart, and the Necromorphs themselves are terrifying creations made from dead flesh.

--Intelligence: 70

--Experience: Each Hive Mind is created for the planet they land on, so in that regard they have very little experience. However, they draw upon the wisdom of the Brethren Moons, who have seen the downfall of several planets, so in that respect, they do have a bit to work with.

--Discipline: 50: While the other Necromorphs are rampaging murder machines, the Hive Mind must direct them with great care and focus to make sure they achieve the most amount of damage and destruction. However, when confronted directly, they are every bit as savage and monstrous as their fellow Necromorphs.

--Leadership: 90: The Necromorphs can't really (or at least haven't shown the ability to) disobey the Hive Mind, making it score very high here. However, it will summon them to protect it, and it doesn't seem to mind throwing large numbers of them into the meat grinder if it thinks that will solve the problem.

--Corruption: 95: The Hive Mind seeks the death of everyone on the planet, and the Brethren Moons seek to destroy all life in the galaxy.

ARMY X-FACTORS:
--Morale: 100: Necromorphs want to kill. They need to kill. In the sight of something to murder, they will pursue that target until either it dies or they do.

--Logistics: 67: Anything organic can be incorporated into the Necromorph biomass supply. Either made into a new combat form, or simply added to the Corruption

--Espionage: 20: The Markers may provide something, but the Necromorphs just tend to go in guns blazing, regardless of what might be waiting for them.

--Discipline: 20 Some Necromorphs have proven they can work well together, and some travel in mixed packs to better utilize their skills, but for the most part they are simply a collection of monsters all heading in the same direction.

--Army intimidation: 90: They are an army of the mutated dead, viciously murdering and mutating any living thing they come across. The Marker meanwhile, will eat away at people's sanity, making them more fearful or susceptible to the Marker's charms.

Reinforcement rate: Very High
-Being made from dead tissue, the Necromorphs have a fairly high reinforcement rate, made even higher depending on how many they can infect and how quickly. However, their reinforcements are limited due to all of them coming from the planet's population itself. Now help will be coming from space.

ADDITIONAL FACTORS:
-Constantly Mutating: The Necormorphs are always coming up with new forms to send into battle. The more bodies they have, the bigger the creations they can make. Alien bodies may provide new compounds to work with, allowing entirely new forms.

-Technology Incorporating: As seen with the Twitchers, it is possible for technologies to react with the Necromorph virus, creating new and strange forms for them to use. While it doesn't appear to be planned, and doesn't affect all technologies, the results are always interesting.

-Hive Minded: Necromorphs share a form of collective intelligence, allowing them to act in a coordinated manner during an outbreak. This shared consciousness was formerly believed to originate from powerful Necromorphs such as the Hive Mind or Nexus; it is now known that all Necromorphs are controlled by the "Brethren" Moons or Brother Moons. It was previously hypothesized that this was exclusive the Tau Volantis Moon, however after its destruction and subsequent awakening of the other Bretheren Moons, it is shown that active moons are capable of creating and manipulating Necromorphs from incredible distances.

-Endlessly Violent: Necromorphs cannot be reasoned with, bargained with, bribed, or threatened. They seek to kill, and nothing will shake them from that goal. They will attack both the enemy, and the native faction (if applicable). This could mean that the Necromorphs will drive any natives to side with the enemies (unless they're unfriendly psychotic murderers too).

-Risen Dead: The Necromorphs can be made from any dead tissue, not just human. The signal given off by the Marker will cause any dead tissue to begin conforming to the Brethren Moon or the Hive Mind's commands. And, as an army of zombies, you're sure to get a bunch of incredibly freaked out people (natives and enemies) who may panic at the prospect of fighting an army of the undead.

-The Markers: The Necromorphs are dependent on the Markers for their continued existence. If the Markers are destroyed, the Necromorpsh will drop.

-Close Range Specialists: While some Necromorphs have ranged abilities, they are for the most part close range specialists. They make use of their durability and mutated bodies to excellent effect in CQC.

-Super Senses: The Necromorphs seem to have supernatural senses. Even without eyes, ears, noses, etc, they are always able to find their victims. How they do this is never explained; but we do know that even if you take their head off they can still follow and find you in a dark room and kill you.

-Dismemberment: As mentioned at the beginning of this piece, Necromorphs can usually ignore things that would kill most other creatures. Decapitation won't always kill them, and loosing even half their body may just make them mad. Usually, total dismemberment of their limbs is required to kill them completely.

-Mind Altering: The longer the battle goes on, the more time the Markers will have to wear on the minds and sanity of all non-Necromorphs (native and enemy). These non-Necros could begin to experience hallucinations, headaches, visions of loved ones, violent mood swings, etc.

Motivation: Once a Marker is placed on the world, the Necromorphs will work tirelessly to kill and convert all organic life on the planet. Once a significant portion of all life has been converted, the Marker will sore into the sky. All Necromorph life will follow it, becoming masses of biomass that surrounds the Marker. Eventually, all Necromorph tissue will have become a massive moon with a Marker at it's core, and a new Brethren Moon is born. What the Moons overall plan is is unknown.

Past Opponents:
-While we have seen proof that the Neromorphs have faced alien life before, all we see is of them is what the Necromorphs have left behind (a ruined world and some twisted alien forms). However, they clearly had higher technology then humans do, as well as more vicious native life.

-Humanity is the one we see the Necromorphs face most often, and it doesn't seem like it posses much threat to the Necromorphs. They've repeatedly shown they can manipulate then via Markers, or just slaughter them with large numbers of the risen dead. Only the occasional individual manages to make a lasting impression against them (Isaac Clarke and every other DS protagonist).

VICTORY GAINS:
-Auxiliaries/Mercenary/Allies: None. While some may be driven insane by the Markers and tricked into working for their cause, their fate will ultimately be the same as all other life.

-Technological: Very Very Low. It's possible that, like the Twitcher's and their stasis armor, that some form of technology will be worked into the Necromorph forms, but again, that was a rare feat in and of itself.

-Biological: Depending on who and what they fight, the forces that drive the Necromorph could make some new combat forms. Dead/infected enemies will be added to the Necromorph biomass/arsenal respectively. This will be where the Necromorphs focus most of their attention, as they seek out all biological life on the planet.

A New Brethren Moon!: Convergence is a process triggered by a Marker, when a large enough amount of organic matter has become infected with the Necromorph pathogen, the Marker will pull all the infected tissue into the stratosphere, where a Brethren Moon forms and absorbs the Marker that created it, along with the organic tissue of the creators of said Marker. Once a Convergence Event is initiated, the Marker flashes brightly and emits a fog horn-like sound. Powerful thrusts of wind fling Necromorphs into the air and above the Marker, creating the first pieces of the Brethren Moon. Chunks of nearby planets and asteroids are caught and collected in its gravitational pull as the moon grows larger and larger. A Convergence Event can be stopped either by the destruction of the Marker that triggered it or by the destruction of the incomplete Brethren Moon itself. In the case of the moon above Tau Volantis, a machine powered by a Codex destroyed the Moon and its signals. 

Should the Necromorphs attain victory, the planet the fight takes place on will likely be converted into a new moon.