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Nomad Descriptions - Printable Version

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Nomad Descriptions - Firebird - 04-15-2006

The posts immediately following contain information regarding the various Nomad Strains encountered. If anyone would like to add additional info or possibly provide some sweet looking pictures that would be appreciated and your contribution will be listed below :cool:

My idea behind this thread is to provide information for RP story writers so that there is some consistency in different stories.

Additions that could be done:
- Pictures of each strain
- Descriptions for Nomad Minor and Superior Brains, and Brain Cluster
- Additional details/information not already mentioned

Contributions:
The Pirate - Weapons Effectiveness Info, Spewer and Queen Strains, Edits and Additions to Other Strains


Nomad Descriptions - Firebird - 04-15-2006

Warrior Nomad Strain
The Warrior Strain was first encountered when the Phantom Empire started its terror regime all over Sirius. The warrior is what you could call the Basic Soldier of the Nomads aggressive strong and hardy.

Characteristicts:
The Warrior Strain is built for combat and their appearance states that too. Darkly Blue they have 5 tentacles prodding out of their bodies. Unlike their smaller and larger cousins these walk on three muscular tentacles, while the two others have razor sharp edges which can either penetrate or slice through most types of body armor. Their preferred method of maneuvering is to use two of their muscular tentacles like arms and swing much like a chimpanzee, freeing up the third muscular tentacle which can be used to strangle or hold its victims. They have a large red spot on their body which is their optic vision field. They are incredibly fast and have bone plates all over their body which although appear heavy are incredibly light and flexible. They stand about as tall as the average human.

Function:
They are the basic soldiers of the nomads and therefore bred for combat. Intelligent fast and strong, the Warrior Strain are born with all the combat knowledge it will ever need but they can also learn new things like human tactics etc. Warrior Nomads are often seen pinning victims to the ground with their razor tentacles allowing the weaker infesting slugs to move in and takeover their new host.

Additional Abilities: Telepathy, Psychic Intuition

Weakness:
Like all Nomad strains, Warriors feed off any energy-based weapons, but their heavy armor means that they are also slightly resistant too Projectile Weapons. Small arms fire wont even affect them. However, recent experiments by A-MAG and CRI scientists have found out that they are extremely vulnerable to fire. Thus, a Flamethrower would put a stop to them very fast.



Nomad Descriptions - Firebird - 04-15-2006

Spewer Nomad Strain

The Spewer was first encountered onboard the HMCS-Magnificent when it was boarded and taken over by nomads a year or so ago.

Characteristics:
The body of the Spewer generally resembles that of a Warrior. They have darkly Green-Blue skin covered in bone armor and have only 3 Tentacles in comparison to the Warrior. A large red spot on its body identifies its Optical Field much like the Warrior Strain. However, the bone armor on the Spewer is much heavier than the Warrior strain. The heavier armor likely compensates for the Spewers reduced motor skills which are not as developed for running as the Warrior strain. Where the Warrior would have its razor tentacles, the Spewer instead has two flaps which open to spew forth countless spines filled with Neurotoxin towards its enemies. The toxin itself is highly caustic when exposed to air increasing its already terrible effects. The Spewer walks much in the same way as the Warrior but their tentacles are slightly more muscular to handle the extra weight from its bone armor. Spewers prefer to walk but are capable of swinging much like their Warrior counterparts.

Function:
The function of the Spewer is to provide covering fire for the Warriors. Spewers have also been seen carrying smaller infestation slugs on their backs which are dropped off to infest hosts incapacitated by the Warriors.

Spines and Toxin:
The Spewer fires its spines from glands hidden beneath two flaps on the sides of its body. The spines are silicone-based which means that if given enough nutrients the Spewer can produce an unlimited supply if necessary. The time taken to produce a single spine is less than 30 seconds.
Due to the fragile nature of the spines, they are prone to bursting apart on impact thus spraying the acidic toxin all over the victim.

Additional Abilities: Telepathy, Psychic Intuition

Weakness:
The Spewer is relatively new so there isnt much data on it. Current information is based from surveillance tapes. According to A-MAG and CRI, the Spewers extremly heavy armor makes them extremely difficult to kill. Like all Nomad strains, Spewers feed off energy-based weapons. Projectile weapons have been found to be next to useless against them. Like the Warrior strain, heat seems to be the only thing they cant withstand; therefore, if they are encountered we recommend that there is a Flamethrower in the vicinity.



Nomad Descriptions - Firebird - 04-15-2006

Queen Nomad Strain
The Queen is the newest Nomad strain encountered in Sirius. The first and only recorded encounter with the strain happened onboard the AMC Blackstar during a routine tech hunt in Omicron Delta. There is very little information on this strain since it was destroyed during the Blackstar incident; however, the data provided is based of the surveillance recordings.

Characteristics:
The Queen resembles a Warrior but its tentacles protrude out from its back and are used to grab things rather than transport it. The Queen is not as aggressive as the Warrior Strain but many times stronger and larger than the average Warrior. Colored a dark blue/purple, it uses an optical field to see, which is recognized as a large red spot on its forward extremity.

Function:
The Queen is the evolutionary response towards humans adaptation of exoskeletal combat suits which Nomads seem to have difficulties breaking. They also function as a supply source for the Infesting Slugs and Warriors by producing a type of nutrient spore that it spews into the air as a thick green fog that quickly dissipates and becomes clear. If threatened enough it will become extremely aggressive and will charge any opponent. When charging the Queen is too be considered extremely dangerous because unlike the other strains, the Queen is strong enough too tear a Cruiser hull apart.

Additional Abilities: Telepathy, Psychic Intuition

Weakness:
Like all Nomad Strains, the Queen Strain feeds off any energy-based weapons. Laser weapons are just ignored, and plasma weaponry will only make the Queen angrier. Although its hide is energy absorbing, it doesnt protect it from projectile weapons. Small arms fire such as pistols and civilian rifles wont affect it, but military grade assault rifles will pierce it quite efficiently. The most effective weapon observed against the Queen is the AMAG 50mm Rail Auto Gun, which seems to do extreme damage.


Nomad Descriptions - Firebird - 04-15-2006

Infestation Slug Strain
The first type of nomad encountered in Sirius happened during a Rheinland expedition to the Omicron systems which was what lead to the infiltration of the Rheinland government and the Nomad Incident.

Characteristics:
The Infestation Slug is the smallest strain encountered. It is light blue colored and has a trout prodding out of its body, which upon closer examination was found to be its head and mouth.
Within its mouth there is an egg sack allowing this strain to takeover another host by gurgling up an egg inside the other host thus spreading the infestation. Infestation Slugs are blind and can only find their host by following its smell and hearing or being guided telepathically by a larger nomad strain. The Slug strain isnt very fast so it has to rely on its ability too remain undetected or upon the support of other nomads. Its skin is covered with pigment pockets similar too those of Chameleon lizards. Once in this photosynthesis state, it is almost impossible to spot by the naked human eye.

Function:
The Nomad Slugs function is to infiltrate and control a larger more complex host organism. It is believed that the other nomad strains are host species originally encountered by the Nomads that have been genetically altered and adapted to suit the Nomads needs. Their ability to takeover human hosts makes them perfect for acts of espionage, subversion and sabotage.

Additional Abilities: Weak Telepathy (outside human host)

Additional Abilities When in a Host:
Enhanced Physical Strength
Telepathy
Pain Immunity
Psychic Intuition
Electric Field Generation (developed over time)

Weakness:
Infestation Slugs are relatively weak physically, but like all Nomad Strains, they have the ability to feed off all energy-based weapons, other than that almost any other type of weapon will prove effective.


Nomad Descriptions - Gwynzer - 04-15-2006

Firebird. I must thank you on Behalf of sirius for providing us with this information. many will be able to use this to either escape or Kill the Nomad Threat wich has occupied us since... well... for a long time


Nomad Descriptions - Firebird - 05-08-2006

Nomad Brains
The Nomad Brains are incredibly advanced bio-processing modules consisting of a soft silicon based tissue which is designed to channel electrical energy and process information at a staggering rate. Depending upon the Nomad Brains complexity, this information can range from aiming a vessels guns to coordinating several vessels or nomad ground forces. Complex Nomad Brains have the lethal ability to disrupt or control human vessels via telepathic manipulation of the ships electrical systems.

Function:
Basic Nomad Brains operate as process modules for fighters or provide control over subcomponents for larger nomad vessels. More complex brains have the ability to coordinate the actions of several nomad fighters at once or provide orders for nomad forces.

Abilities:
If exposed to oxygen and supplied with sufficient electrical energy Nomad Brains have the ability to mutate and grow allowing for faster and more complex information processing. Several Brains being joined together leads to the formation of a Brain Cluster which offers the Nomads the ability of nearly unlimited telepathic control over electrical energy. Brain Clusters have the ability not only to control a single ship but can takeover an entire fleet of vessels, as demonstrated during the Manhatten Incident.

Additional Abilities: Telepathy, Control over Electric Fields (level dependent upon brain complexity)

Weakness:
Like all Nomad Strains, they have the ability to feed off all energy-based weapons, other than that almost any other type of weapon will prove effective provided that the weapons controls are not electronic. CRI has also successfully developed a prototype jamming device that has proven effective in blocking the Nomads ability to control vessels. However, the cost of the jamming device has prevented it from being standard issue on all military vessels.