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Welcome Enforcer Tech.
Files >> Corrupted Creatures database.
Accessing…
Updating bestiary…
Complete.
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Enforcer Sword: “This database has been made as a way for Enforcers to know what the Corrupted Data can throw against them. Every species is documented here, along with any and all known info about them. As far as all of us can tell, there's around five tiers of the bastards, so every bit of info on them, especially those of tier three and above is welcome.”
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New Entry Form
“To those that wish to add to the bestiary due to a newly-discovered Corrupted, fill out the form below.” – Enforcer Mech.
<Corrupted name> – Tier X Corrupted.
Origin species/World:
Appearance:
Abilities:
Armaments/Weapons:
Movement type/Speed:
Elemental/Modified variants:
Elite variants:
Curability:
Misc notes:
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Accessing Tier one Creature list…
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Speeder – Tier one speed Corrupted.
Origin Species/World: German Shepard dogs and Leopards.
Appearance:
Abilities:
Armaments/Weapons:
Movement type/Speed:
Elemental/Modified variants:
Elite variants:
Curability: Possible.
Enforcer Mech's notes: “Damn those Speeders, they're the reason why I don't like eradication missions, let alone the CZ's. Even when I'm fully loaded with my best machine guns out, they always swarm me and rip me to bits, making me warp back into an Enforcer base's medical wing. Only way I can survive them most of the time is if either Pyro, Cryo, or Volt are with me, though I prefer the former two rather than the last one.”
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Scythe – Tier one melee Corrupted.
Origin Species/World: Skeletal remains of humans and/or humanoid creatures.
Appearance: A visage of the Grim Reaper, though the robes are blood-red in color, either naturally or by blood spilled is unknown. The face is occasionally shown, others only seeing a skull, as well as skeletal hands.
Abilities: Some are able to come back after being disposed, much like necromancer-influenced skeletons.
Armaments/Weapons: A namesake weapon that the handle is around a head longer than their body, the blade as long as their arms.
Movement type/speed: Walking, relatively slow, even in combat.
Elemental/Modified variants: Fire, acid/corrosive, electrical.
Dual wielders – Wielding smaller scythes, but are faster and more agile.
Elite varieties: Reaper – Much more agile and stronger variant. Wields two scythes, but both are normal-sized, resulting in a much larger attack range than a lower variant. Could possible rank as a tier two.
Curability: Possible.
Notes: “Based on how I fought around a hundred of these things, they can come back even after being downed, but the ratio of them doing so is around… … …one in every three Scythes downed. May be easy to kill, but like skeletons, they can overwhelm you in numbers.” – Enforcer Volt.
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Buzzer – Tier one aerial swarm Corrupted.
Origin Species/World: ???
Appearance: Seemingly like curve-bladed shurikens with an eye in the center of each one.
Abilities: Able to switch from flight to walking modes.
Armaments/Weapons: Themselves while in flight mode, using the blades of their 'wings'.
Movement type/Speed: Flight, and arguably faster than planes. In walking form, only as fast as a normal canine.
Elemental/Modified variants: Fire, electrical, explosively suicidal.
Elite variants: Glaive – five-pointed Buzzer that has much sharper blades. Often used by assassin Emissaries.
Curability: Possible, but difficult and risky due to all linked Buzzers required to be present.
Enforcer Tech notes: “A swarm of up to around forty can consist of a single victims mind shattered to support said amount of Buzzers. It's because of such that they function partially like a hive mind. Same is partially true for their deadlier counterparts, Glaives, but at most is around ten or fifteen of them for one mind. Recorded instances of trying to create more than the safe amount resulted in the Buzzers going berserk, killing everything in the area before the swarm itself dies. This is due to the mind fragments being far too weak to fully function one buzzer, and since that each fragment dies, the rest collapse after it.”
Notes: “Yeah, I saw plenty of these things, as well as the Glaives. One emissary managed to sneak by security and unleashed one of the latter. It diced up a VIP so badly that the body couldn't be recognized at first from others. The normal ones are bad enough to those on the ground and in planes, but a swarm of them? Better to find some sturdy-as-hell cover or throw a flashbang.” – Enforcer Armor.
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Little Demons – Tier one ground swarm Corrupted.
Origin Species/World: Red, Blue, Green, and Brown Minions from Overlord.
Info: Seemingly Corrupted versions of the Minions from the Overlord games, the Little Demons are imp-like creatures that – individually – are weak but dangerous in groups, each standing around three feet in height. It's noted that they also seem to have the most use in the entire Corruption, manning various equipment or inhabiting several other Corrupted.
There are four branches of the Demons, each with perks about them that make them unique to each other. The combat experience each have is often shown by the gear they have, ranging from simple rags to reenforced titanium, along with various weapons matching their ranks. They are often times lead by either an Emissary or a larger LD(Little Demon), around double their normal size and strength.
It is noted, however, that they exhibit clan-like behavior when not controlled by an Emissary, building makeshift camps with schemes or 'décor' relating to what type of LD is found there; All kinds of close combat weapons for the Melee LD's, fire(and sometimes lava)for the Range LD's, very tall grass for the Stealth LD's, and tables with various potions and pools of water for the Healer/Swimmer LD's.
Melee(Corrupted brown Minions) – The strongest of the Demons, they would engage in close-ranged combat, oftentimes jumping onto their victims to deliver blows. Most of the time they would be wielding two axes for offense, sometimes swords or hammers. Those going in modern-era worlds though would get electrified versions of their weapons.
Range(Corrupted red Minions) – The fire-starters of the LD's, they are also ones that attack from afar by hurling balls of fire at their foes. It's also obvious that they're immune to fire and lava, able to swim through the latter like the Healers. If going modern, they would have 'handmade' guns that would ignite those hit.
Stealth(Corrupted green Minions) – Often the most dangerous of the four, the Stealth LD's make use of their camouflage ability to very easily blend in to their environments. When a victim is within range, they would jump onto their backs, using their twin daggers to easily kill. Modern-era versions of Stealth LD's would have tech that makes them appear cold-blooded, able to hide from heat sensing technology.
Healer/Swimmer(Corrupted blue Minions) – Physically the weakest of the LD's, they are often found at the rear of of an attacking group or a non-Healer camp. What makes them a high priority is their ability to heal any damage dealt to the other LD's(other than severed limbs), keeping every one of the LD's healthy enough to fight again, even going so far as to resurrect them if their wounds are able to be healed. Modern-era Healers would have straps that have all kinds of medicine crossing their chests.
Elite variants: Tribe Leaders – Without a doubt leading any tribes of LD's that don't have an Emissary leading them.
Enforcer Masque's notes: “Well, these guys are pretty smart when it comes to fighting together, but all together not that bright. Hell, I was able to disguise myself as a Melee one and stay in one of their camps for a bit. I have to say, they do like to make sure that they not only live comfortably, but make sure they get plenty of practice against each other.”
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Accessing Tier two Creature list…
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Battery – Tier two suicidal Corrupted.
Origin Species/World: Civilians from around the Mainframe.
Appearance: Mainly human structure due to citizens being forcibly assimilated into the Corruption. They all have a volatile generator fused to their backs, as well as 'plugs' running along the arms to drain electricity to charge up.
Abilities: Able to siphon power sources to charge up and increase the power of their detonation. However, if they take in too much, they will detonate prematurely at full power, wiping out anything within fifty feet. However, they are killed upon detonation, so they will most likely rush their foes.
Armaments/Weapons: Detonation. The Battery sacrifices itself to destroy anything in its explosion radius. The more charge, the larger the blast.
Movement type/Speed: By foot, relatively fast.
Elemental/Modified variants: Napalm, anthrax.
Elite variants: Generator – Able to hold a larger amount of power and can cover a larger area upon detonation.
Curability: Nearly impossible due to detonation before completion. Only a few have been cured before such.
Notes: “These things are fun to play with. One would happen to come up to me unnoticed and witness me draining power to replenish my own. They must be competitive since they would challenge me into seeing on how much power we would absorb. I would obviously win since I push it into exploding, though I would shield myself and be replenished completely from the electrical discharge. The napalm and anthrax ones though…I sling them far from any inhabited areas before charging them to detonation.” – Enforcer Volt.
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Ghost – Tier two lure Corrupted.
Origin Species/World: Banshees from Fable.
Info: Having two forms, the first a gray-robed – sometimes different colors – mid-aged female holding a lantern, while the second is like those of Banshees from the Fable series, the Ghost is often found on worlds that travelers get lost in woods. It would appear in its first form all the time outside of combat, telling those they find that they can lead them to safety. This has been proven false, since Ghosts would always lead those following them into traps, mostly those with Corehounds in them. When in combat and they assume their second forms, they are capable of letting out an ear-splitting screech, crippling those within hearing range and incapacitating those in close proximity other than different Corrupted.
Enforcer Masque's notes: “I may be one that adopts many appearances, but I have to say that Ghosts are quite the tricky bunch. They would defuse their lanterns when in their human form to blend into the low-lighting of night-covered woods, easily shaking the 'lawmen' of those worlds off their trail. Not only that, but the Music duo are certainly loathing them mainly due to them drowning out their music easily.”
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Scope – Tier two ranged Corrupted.
Origin Species/World: Seemingly like Disintegrators from the Scrin of Command and Conquer.
Appearance: Physically the same as the mentioned species above, albeit more power cords running from a small generator on it to its main gun.
Abilities:
Armaments: The large beam weapon that makes up a large portion of their body, which serves not only as an anti-vehicle weapon but can also become an anti-air one as well. Vehicles are discouraged from trying to run them over for they will detonate upon being crushed.
Movement type/Speed: Moderate speed, given that they move at the same speed that the Disintegrators do.
Elemental/Modified variants:
Elite variants:
Curability: Possible, relatively easy to do.
Enforcer Pilot's notes: “Have to give it to these things, since they can be quite accurate at times. Found out the hard way of such when strafing a small encampment. I was able to get out, but with the jet I was flying literally falling to pieces.”
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Accessing Tier three Creature list…
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Corehound and Gem Master – tier three assimilation Corrupted.
Origin Species/World: Mainly former pets.
Appearance: Corehound – Various, but all canine as a base, be it bloodhounds, German Shepherds, or a mix of any kind of dog, though with a pendulum-shaped blade at the tip of the tails. Each corehound could be as 'small' as a pickup truck or as large as a two-story house.
Gem Masters – Again, various, but using sentient beings for the assimilation role. They are mostly distinguished by their right hands(or similar)being a cluster of tendrils.
Abilities: Corehound – Able to mix itself with small traits from other Corrupted, such as being able to go as fast as a Speeder or a blazing blade if mixed with an Inferno. However, this can only be done by the Gem Master. They also swallow down victims to be used as material for the formation of almost all the Corrupted. They can be able to regenerate thanks to the gem they have, the Gem Master able to heal them of damage at the cost of material.
Gem Master – The source behind the numbers of the Corrupted, as well as their creation. Gem Masters are former humans and other sentient beings that have been chosen for their current role. The tendrils they have for their right hands can be used to store the minds of victims into the gem. They can also use the gems for such, the melted victims stored onto the gems surface. They weigh almost nothing since they manipulate the weight of the gem so the combined total amount of material doesn't kill the host Corehound.
Armaments/Weapons: Corehound – Relies mainly on its tail-blade, as well as biting and clawing its foes. It can also use any mixed components from other Corrupted for offense and defense.
Gem Masters – Biological manipulators at best, they could force a connection to an opponent through the gem and easily wreck havoc with the victims genes. However, they can also easily shatter their mind, killing them just as quickly.
Movement type/Speed: Corehound – Various speeds, but does average around the average dog's full running speed to a cheetah for the small Corehounds.
Gem Masters – Hovering, but aren't all that fast, relying on the host corehound to get it around.
Elemental/Modified variants: Scythe-tailed – Not as maneuverable, but overall longer reach with their tails and more damaging.
Elite varieties: None discovered.
Curability: Corehounds, yes. Gem Masters, impossible.
Enforcer Tech's notes: “Corehounds – despite their tier rank – are often classed as 'VIPs' to the Corruption, largely due to the fact that their cooperative gem masters can make anything, provided they have the necessary material. It is also due to such that they have priority over other Corrupted, seeing that they can bolster their ranks easily and at any time.”
Notes: “Okay, allow me to say that Corehounds…I would have been able to keep one as a pet since it must have retained some of its memories. I was about to open fire on it when it suddenly went mellow on me and even protected me from lesser Corrupted. I would have brought it to a nearby base to get it cured, but a different Corehound killed it before I could take it with me.” – Enforcer Angel.
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Puppeteer – tier three manipulation Corrupted.
Origin Species/World: ???
Appearance: Seemingly like evolved Chaos from the Sonic worlds, the Puppeteer has a water-like body, with a visible core in the center of the liquid body.
Abilities: The tips of its fingers can be launched out, thin cords attached to them and imbed themselves into the nervous systems of most organic beings. It is through this that they can be able to manipulate the movements of others, hence their names. If in danger, they can compress their body around the core, shielding it as well as healing it of any damage it sustained.
Armaments/Weapons: Relies heavily on the manipulation of others, but is capable of defending itself if need be. It can solidify its arms into weaponry or try to rake the manipulation claws against its foe, largely to try and imbed one of its claws in to gain control of them.
Enforcer Pilot's notes: “These…things…make me sick. They're almost like a personified version of that book 1984, where everyone is forced into doing things against their will. Not able to think, not able to have free will, and will be killed should they try and fight against the Puppeteers control.”
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Emissary – tier three Corrupted civilian.
Origin Species/World: Civilians from around the Mainframe.
Appearance: Various, since most would retain their normal appearance.
Abilities: Shape-shifting, proficiency with most military-grade weapons, enhanced speed and strength…
Armaments/Weapons: Weapons they use or by shifting their own body to be weapons.
Movement type/Speed: Various, since each Emissary has their own method of travel.
Elemental/Modified variants: Assassin – can't do as much shape-shifting, but carries several Glaives for assassination attempts.
Elite variants: Bounty Hunter – Made to combat Enforcers and MLA Commandos. Dangerous in close-quarters.
Curability: Varies.
Notes: “To think that there are those willingly surrendering their free-will to join the Corruption instead of the MLA…” – Enforcer Diamond.
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Inferno – tier three blazing Corrupted.
Origin Species/World: Flare Dancers from Legend of Zelda.
Appearance: Almost the same as normal Fire Dancers, but with the spikes much more dangerous looking with serrated edges. When not 'deployed', they would be like the torso of them, but with arms to carry their spikes around if they wish. If not, the spikes are 'tethered' to them, being pulled along by it should they fall far enough behind.
Abilities: Manipulators of fire, they can essentially 'skate' while leaving behind a trail of it.
Armaments/Weapons: The fire they control, as well as their own spikes. Even with the flames dispelled, they are capable of a small nova burst to defend themselves.
Movement type/Speed: Quite fast when 'skating', though not as much when the fires are gone.
Elemental/Modified variants: Blizzard – Ice elemental version of an Inferno, controlling ice and leaving sheets of it wherever it goes.
Typhoon – Water elemental version, controlling water and setting off small geysers wherever it 'skates'.
Elite variants: Volcano – Deadlier version of an Inferno, able to create and manipulate magma.
Curability: Difficult.
Notes: “Infernos…man are those things deadly. The Flare Dancers were no problem, but these things? Jeez, keep getting blisters since my armor would get too hot…Always forgetting to get heat-resistant runes from the barters.” – Enforcer Paladin.
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Arachnoid – Tier three assault Corrupted.
Origin Species/World: Spider mech seen in the Watch_Dogs world via 'Audio Trips'.
Appearance: Near-identical to the spider machine that is seen in the listed world, though bulkier in size and stands at almost five meters in size. It seems to share traits similar to that of the much larger spider mech in the MechAssault worlds.
Abilities: Able to move almost freely over any terrain and is somewhat capable of flight, albeit via gliding for one of its attacks.
Armaments/Weapons: Five millimeter gatling gun that can be swapped out for anti-tank ordnance used for the demolition of vehicular foes. Impact generators in each of its leg allows it to impact the ground with enough force to send not only personnel flying away but also vehicles to add to the carnage. Even its legs serve as weapons, each able to be swept to wreck anything standing in its way or to crush by stomping down. It is also shown to be a manipulator of plasma, able to charge up a sphere of concentrated plasma in front of it before firing it off.
Movement type/Speed: Being the shape and design of a spider, it is capable of climbing over any obstacle, including buildings and over vehicles. Its overall speed though is moderately slow, having been a trade-off for free mobility.
Elemental/Modified variants: Widow – Much smaller version at only four inches, but is much more fragile compared to the normal variant and only carries needles used for the injection of toxins it carries. Often used for assassination attempts.
Elite variants: None discovered.
Curability: Very difficult.
“I've experienced one of those Audio Trips before when I was visiting the Watch Dogs version of Chicago. Jesus H, those things are like the sound version of addictive drugs. Really play with your mind to make you think that you're really experiencing the events that they're playing. However, despite me being in the same scenario that the Arachnoid comes from, I'd rather not end up forming an addiction to those trips…” – Enforcer Genetic.
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Accessing Tier four Creature list…
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Basilisk – tier four snake-like Corrupted.
Origin Species/World: Snakes.
Appearance: Physically the same as normal snakes, but ranging around the much larger varieties of them in size. The scale and pattern type not only determine how the snake behaves, but also the poison they possess.
Blue scales = Mainly poisoning.
Black scales = Mainly crushing.
Red scales = Purely aggressive.
Abilities: Various poisons that are determined by the color of the pattern on the Basilisk.
Purple stripe swirls = fatal poison.
Yellow stripe swirls = numbing poison.
Red stripe swirls = paralysis poison.
Black stripe swirls = nerve poison.
Armaments/Weapons: Biting and constricting/crushing victims.
Movement type/Speed:
Elemental/Modified variants:
Elite variants:
Curability: Difficult due to immunity to tranquilizers and aggression.
Enforcer Snipe's notes: “Okay, I had problems with snakes when they're regular sized on some jungle worlds I had to go to. But when around fifteen times their size? … … …just remind me to bring an extra large bowie knife when going into CZ's that have these f***ers… …and explosive bullets…”
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Goliath – tier four siege Corrupted.
Origin Species/World: ???
Appearance: Similar to Left 4 Dead's Tank in body structure, the 'arms' are small spires with a screw-bolt design running along them.
Abilities: Able to shift between its 'walker' and 'tank' forms, the latter of which is used often for long travels or vehicular combat.
Armaments/Weapons: A single, large cannon built into its back.
Movement type/Speed:
Elemental/Modified variants:
Elite variants:
Curability: Currently impossible.
Enforcer Howitzer's notes: “And I thought I was the only one with perfect artillery…when I first encountered a Goliath and found out of its capabilities, I was forced to do shoot-and-scoot tactics against it. After a while of doing that, I just went 'F*** it' and charged at the damn thing, cannon still deployed. Let's just say there was a headless Goliath that day… … …along with half its upper body gone as well.”
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Trench – tier four assault walker Corrupted
Origin Species/World: Trench walkers from the Mobile Trench Brigade of Trenched/Iron Brigade.
Appearance: Similar to the Trenches from the Iron Brigade world, as well as the parts to them. All are of varying height, but smallest is the size of a house to as large as a small office building.
Abilities: Heavily armored and sometimes carrying around enough firepower to suppress a squad. Some of which are able to swap weapons on the field. Weapons however heavily border along magi-tech, seemingly endless amounts of ammunition for their guns.
Armaments/Weapons: Ranging widely from machine guns to shotguns, sniper cannons to mortars.
Movement type/Speed: Varies mainly on the legs of the Trench.
Elemental/Modified variants: Sharpshooters – Only Sniper cannons, often used in long-range supression.
Turtles – Higher armor and magnetic to negate small-arms fire.
Bunker – Only armed with a heavy machine gun, but are able to hold more lower-tiered Corrupted for support fire.
Support – Has no weapons, but is able to deploy smaller turrets on the field, such as smaller versions of Trench weaponry, as well as mine-layers and repair cranes.
Breaker – Largest type of Trench, carrying the highest amount of firepower but less armor.
Elite variants: Bastion – More armor and durability than normal Turtle Trenches, as well as being able to hold more than Bunkers.
Curability: Extremely difficult.
Notes: “When I first got word of the Corrupted trying to steal blueprints of my kind, I literally dropped what I was doing and hightailed it to the Iron Brigade. I was able to save Commander Woodruff, but I wasn't able to stop them from getting what they wanted in time.” – Enforcer Mech.
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Accessing Tier five Creature list…
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Monolith – tier five mobile base/mass-production Corrupted.
Origin Species/World: ???
Appearance: Arguably the largest of all Corrupted, reaching up towards twenty to fifty stories in height. They appear similar to the Washington Monument, with smaller versions of it at each of the four corners, acting as its legs. The central one has four gems on each side close to the top, each a violet-red color, while the legs have ones as well, hovering above the tops of each.
Abilities: The mass-production of the Corrupted, they are able to produce dozens of lower-tiered Corrupted at a time per leg, as well as the central tower. To do this though, they require to be supplied by either Corehounds or harvester variants of Monoliths. They are also able to deploy to spread the Corrupted Data over a large radius, which allows sight to them and alert other Corrupted to intruders should they step on the 'web'.
Weapons/Armaments: The gems on the main body, as well as the smaller ones, are able to fire beams that paint the ground in their path, detonating shortly after. The smaller gems also double as a form of anti-air, downing any aerial threats to the Monolith.
Movement type/Speed: Very slow, each step leaving behind craters and setting off small earthquakes.
Elemental/Modified variants: Harvester Monoliths; Only able to produce tier-one Corrupted, but supply main Monoliths with material.
Elite variants: None discovered.
Curability: Impossible.
Notes: “Monoliths…the main cause of the damn plague that spreads across our home…Entire worlds destroyed, waves of those monsters being unleashed from just one of them. I just wish the Core wasn't under such danger, cause then I would take to the field much more often and show them the wrath of the Enforcers, personally.” – Enforcer Sword.
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Albatross – tier five aerial transportation Corrupted.
Origin Species/World: Eagles.
Appearance: Physically the same as the Bald Eagles, but with mechanical components and carrier compartments fused to them. Not only that, but they are also among the largest of the Corrupted, being eight stories in height standing. They also have a pair of heavily-armored ammunition carrier containers in between the two rows of transport containers to supply the defensive weapons.
Abilities: Minor regeneration to counter small-arms fire.
Armaments/Weapons: Two flak turrets on each transport container(4 containers, totaling around eight flak turrets), including a rail gun mounted on the head.
Movement type/Speed: Flight, but relatively slow compared to planes, about as fast as a heavy bomber.
Elemental/modified varieties: Bombers – A quarter smaller in size and carries only Batteries or Generators, but can have them drop to carpet-bomb large areas. Slightly more armor and a bit faster as well, but sacrifices the defensive weapons and ammunition storage units.
Elite varieties: None discovered.
Curability: Currently impossible.
Notes: “Ya know, I kinda wish that we could be able to cure one of these things. I would enjoy flying along side one of them, even ride it if I want to since those things look quite comfy. Still, when it comes to fighting one, I'd be put on my toes trying to avoid all the flak from those turrets.” – Enforcer Pilot.
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Wargunner – tier five heavy siege Corrupted.
Origin species/World: ???
Appearance: A rough, attempted copy of Enforcer Armor's suit, though standing at five stories in height and with the body structure of a gorilla. Has what looks like a small factory built onto its back, said factory being a high-output ammunition production facility. This ensures that it always has ammo for its main weapons.
Abilities: Limitless ammo for its weapons thanks to the factory on its back. Said factory can also supply others with any should it be needed.
Armaments/Weapons: Quad-barreled minigun designed cannons for each arm. Each shell fired equates to the size of minivans.
Movement type/Speed: Relatively slow thanks to the factory.
Elemental/Modified variants: Shrapnel and incendiary shots.
Elite variants: None discovered.
Curability: Currently impossible.
Notes: “Even though they tried to copy my suit, they did a piss-poor job of making it durable to someone like me. All it takes is one well-aimed rocket to that factory and boom, dead Wargunner.” – Enforcer Armor
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>>Log out…
Farewell Enforcer Tech.
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Note that this is considered a continuous WiP until there are five to eight entries per tier(twenty-five to forty total). If you feel like contributing, note me with a filled form and if the entry is interesting enough and suits the Corrupted, I will add it to the bestiary. This doesn't mean that I'll reject each attempt, so feel free to try as many times as you like.
Shortened list of the currently listed Corrupted:
T1: Speeder, Scythe, Buzzer, Little Demons, --, --, --, --.
T2: Battery, Ghost, Scope, --, --, --, --, --.
T3: Corehound & Gem Master, Puppeteer, Emissary, Inferno, Arachnoid, --, --, --.
T4: Basilisk, Goliath, Trench, --, --, --, --, --.
T5: Monolith, Albatross, Wargunner, --, --, --, --, --.
Present Enforcer Badge…
Scanning…
Complete.
Welcome Enforcer Tech.
Files >> Corrupted Creatures database.
Accessing…
Updating bestiary…
Complete.
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Enforcer Sword: “This database has been made as a way for Enforcers to know what the Corrupted Data can throw against them. Every species is documented here, along with any and all known info about them. As far as all of us can tell, there's around five tiers of the bastards, so every bit of info on them, especially those of tier three and above is welcome.”
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New Entry Form
“To those that wish to add to the bestiary due to a newly-discovered Corrupted, fill out the form below.” – Enforcer Mech.
<Corrupted name> – Tier X Corrupted.
Origin species/World:
Appearance:
Abilities:
Armaments/Weapons:
Movement type/Speed:
Elemental/Modified variants:
Elite variants:
Curability:
Misc notes:
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Accessing Tier one Creature list…
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Speeder – Tier one speed Corrupted.
Origin Species/World: German Shepard dogs and Leopards.
Appearance:
Abilities:
Armaments/Weapons:
Movement type/Speed:
Elemental/Modified variants:
Elite variants:
Curability: Possible.
Enforcer Mech's notes: “Damn those Speeders, they're the reason why I don't like eradication missions, let alone the CZ's. Even when I'm fully loaded with my best machine guns out, they always swarm me and rip me to bits, making me warp back into an Enforcer base's medical wing. Only way I can survive them most of the time is if either Pyro, Cryo, or Volt are with me, though I prefer the former two rather than the last one.”
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Scythe – Tier one melee Corrupted.
Origin Species/World: Skeletal remains of humans and/or humanoid creatures.
Appearance: A visage of the Grim Reaper, though the robes are blood-red in color, either naturally or by blood spilled is unknown. The face is occasionally shown, others only seeing a skull, as well as skeletal hands.
Abilities: Some are able to come back after being disposed, much like necromancer-influenced skeletons.
Armaments/Weapons: A namesake weapon that the handle is around a head longer than their body, the blade as long as their arms.
Movement type/speed: Walking, relatively slow, even in combat.
Elemental/Modified variants: Fire, acid/corrosive, electrical.
Dual wielders – Wielding smaller scythes, but are faster and more agile.
Elite varieties: Reaper – Much more agile and stronger variant. Wields two scythes, but both are normal-sized, resulting in a much larger attack range than a lower variant. Could possible rank as a tier two.
Curability: Possible.
Notes: “Based on how I fought around a hundred of these things, they can come back even after being downed, but the ratio of them doing so is around… … …one in every three Scythes downed. May be easy to kill, but like skeletons, they can overwhelm you in numbers.” – Enforcer Volt.
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Buzzer – Tier one aerial swarm Corrupted.
Origin Species/World: ???
Appearance: Seemingly like curve-bladed shurikens with an eye in the center of each one.
Abilities: Able to switch from flight to walking modes.
Armaments/Weapons: Themselves while in flight mode, using the blades of their 'wings'.
Movement type/Speed: Flight, and arguably faster than planes. In walking form, only as fast as a normal canine.
Elemental/Modified variants: Fire, electrical, explosively suicidal.
Elite variants: Glaive – five-pointed Buzzer that has much sharper blades. Often used by assassin Emissaries.
Curability: Possible, but difficult and risky due to all linked Buzzers required to be present.
Enforcer Tech notes: “A swarm of up to around forty can consist of a single victims mind shattered to support said amount of Buzzers. It's because of such that they function partially like a hive mind. Same is partially true for their deadlier counterparts, Glaives, but at most is around ten or fifteen of them for one mind. Recorded instances of trying to create more than the safe amount resulted in the Buzzers going berserk, killing everything in the area before the swarm itself dies. This is due to the mind fragments being far too weak to fully function one buzzer, and since that each fragment dies, the rest collapse after it.”
Notes: “Yeah, I saw plenty of these things, as well as the Glaives. One emissary managed to sneak by security and unleashed one of the latter. It diced up a VIP so badly that the body couldn't be recognized at first from others. The normal ones are bad enough to those on the ground and in planes, but a swarm of them? Better to find some sturdy-as-hell cover or throw a flashbang.” – Enforcer Armor.
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Little Demons – Tier one ground swarm Corrupted.
Origin Species/World: Red, Blue, Green, and Brown Minions from Overlord.
Info: Seemingly Corrupted versions of the Minions from the Overlord games, the Little Demons are imp-like creatures that – individually – are weak but dangerous in groups, each standing around three feet in height. It's noted that they also seem to have the most use in the entire Corruption, manning various equipment or inhabiting several other Corrupted.
There are four branches of the Demons, each with perks about them that make them unique to each other. The combat experience each have is often shown by the gear they have, ranging from simple rags to reenforced titanium, along with various weapons matching their ranks. They are often times lead by either an Emissary or a larger LD(Little Demon), around double their normal size and strength.
It is noted, however, that they exhibit clan-like behavior when not controlled by an Emissary, building makeshift camps with schemes or 'décor' relating to what type of LD is found there; All kinds of close combat weapons for the Melee LD's, fire(and sometimes lava)for the Range LD's, very tall grass for the Stealth LD's, and tables with various potions and pools of water for the Healer/Swimmer LD's.
Melee(Corrupted brown Minions) – The strongest of the Demons, they would engage in close-ranged combat, oftentimes jumping onto their victims to deliver blows. Most of the time they would be wielding two axes for offense, sometimes swords or hammers. Those going in modern-era worlds though would get electrified versions of their weapons.
Range(Corrupted red Minions) – The fire-starters of the LD's, they are also ones that attack from afar by hurling balls of fire at their foes. It's also obvious that they're immune to fire and lava, able to swim through the latter like the Healers. If going modern, they would have 'handmade' guns that would ignite those hit.
Stealth(Corrupted green Minions) – Often the most dangerous of the four, the Stealth LD's make use of their camouflage ability to very easily blend in to their environments. When a victim is within range, they would jump onto their backs, using their twin daggers to easily kill. Modern-era versions of Stealth LD's would have tech that makes them appear cold-blooded, able to hide from heat sensing technology.
Healer/Swimmer(Corrupted blue Minions) – Physically the weakest of the LD's, they are often found at the rear of of an attacking group or a non-Healer camp. What makes them a high priority is their ability to heal any damage dealt to the other LD's(other than severed limbs), keeping every one of the LD's healthy enough to fight again, even going so far as to resurrect them if their wounds are able to be healed. Modern-era Healers would have straps that have all kinds of medicine crossing their chests.
Elite variants: Tribe Leaders – Without a doubt leading any tribes of LD's that don't have an Emissary leading them.
Enforcer Masque's notes: “Well, these guys are pretty smart when it comes to fighting together, but all together not that bright. Hell, I was able to disguise myself as a Melee one and stay in one of their camps for a bit. I have to say, they do like to make sure that they not only live comfortably, but make sure they get plenty of practice against each other.”
00100000
Accessing Tier two Creature list…
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Battery – Tier two suicidal Corrupted.
Origin Species/World: Civilians from around the Mainframe.
Appearance: Mainly human structure due to citizens being forcibly assimilated into the Corruption. They all have a volatile generator fused to their backs, as well as 'plugs' running along the arms to drain electricity to charge up.
Abilities: Able to siphon power sources to charge up and increase the power of their detonation. However, if they take in too much, they will detonate prematurely at full power, wiping out anything within fifty feet. However, they are killed upon detonation, so they will most likely rush their foes.
Armaments/Weapons: Detonation. The Battery sacrifices itself to destroy anything in its explosion radius. The more charge, the larger the blast.
Movement type/Speed: By foot, relatively fast.
Elemental/Modified variants: Napalm, anthrax.
Elite variants: Generator – Able to hold a larger amount of power and can cover a larger area upon detonation.
Curability: Nearly impossible due to detonation before completion. Only a few have been cured before such.
Notes: “These things are fun to play with. One would happen to come up to me unnoticed and witness me draining power to replenish my own. They must be competitive since they would challenge me into seeing on how much power we would absorb. I would obviously win since I push it into exploding, though I would shield myself and be replenished completely from the electrical discharge. The napalm and anthrax ones though…I sling them far from any inhabited areas before charging them to detonation.” – Enforcer Volt.
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Ghost – Tier two lure Corrupted.
Origin Species/World: Banshees from Fable.
Info: Having two forms, the first a gray-robed – sometimes different colors – mid-aged female holding a lantern, while the second is like those of Banshees from the Fable series, the Ghost is often found on worlds that travelers get lost in woods. It would appear in its first form all the time outside of combat, telling those they find that they can lead them to safety. This has been proven false, since Ghosts would always lead those following them into traps, mostly those with Corehounds in them. When in combat and they assume their second forms, they are capable of letting out an ear-splitting screech, crippling those within hearing range and incapacitating those in close proximity other than different Corrupted.
Enforcer Masque's notes: “I may be one that adopts many appearances, but I have to say that Ghosts are quite the tricky bunch. They would defuse their lanterns when in their human form to blend into the low-lighting of night-covered woods, easily shaking the 'lawmen' of those worlds off their trail. Not only that, but the Music duo are certainly loathing them mainly due to them drowning out their music easily.”
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Scope – Tier two ranged Corrupted.
Origin Species/World: Seemingly like Disintegrators from the Scrin of Command and Conquer.
Appearance: Physically the same as the mentioned species above, albeit more power cords running from a small generator on it to its main gun.
Abilities:
Armaments: The large beam weapon that makes up a large portion of their body, which serves not only as an anti-vehicle weapon but can also become an anti-air one as well. Vehicles are discouraged from trying to run them over for they will detonate upon being crushed.
Movement type/Speed: Moderate speed, given that they move at the same speed that the Disintegrators do.
Elemental/Modified variants:
Elite variants:
Curability: Possible, relatively easy to do.
Enforcer Pilot's notes: “Have to give it to these things, since they can be quite accurate at times. Found out the hard way of such when strafing a small encampment. I was able to get out, but with the jet I was flying literally falling to pieces.”
00100000
Accessing Tier three Creature list…
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Corehound and Gem Master – tier three assimilation Corrupted.
Origin Species/World: Mainly former pets.
Appearance: Corehound – Various, but all canine as a base, be it bloodhounds, German Shepherds, or a mix of any kind of dog, though with a pendulum-shaped blade at the tip of the tails. Each corehound could be as 'small' as a pickup truck or as large as a two-story house.
Gem Masters – Again, various, but using sentient beings for the assimilation role. They are mostly distinguished by their right hands(or similar)being a cluster of tendrils.
Abilities: Corehound – Able to mix itself with small traits from other Corrupted, such as being able to go as fast as a Speeder or a blazing blade if mixed with an Inferno. However, this can only be done by the Gem Master. They also swallow down victims to be used as material for the formation of almost all the Corrupted. They can be able to regenerate thanks to the gem they have, the Gem Master able to heal them of damage at the cost of material.
Gem Master – The source behind the numbers of the Corrupted, as well as their creation. Gem Masters are former humans and other sentient beings that have been chosen for their current role. The tendrils they have for their right hands can be used to store the minds of victims into the gem. They can also use the gems for such, the melted victims stored onto the gems surface. They weigh almost nothing since they manipulate the weight of the gem so the combined total amount of material doesn't kill the host Corehound.
Armaments/Weapons: Corehound – Relies mainly on its tail-blade, as well as biting and clawing its foes. It can also use any mixed components from other Corrupted for offense and defense.
Gem Masters – Biological manipulators at best, they could force a connection to an opponent through the gem and easily wreck havoc with the victims genes. However, they can also easily shatter their mind, killing them just as quickly.
Movement type/Speed: Corehound – Various speeds, but does average around the average dog's full running speed to a cheetah for the small Corehounds.
Gem Masters – Hovering, but aren't all that fast, relying on the host corehound to get it around.
Elemental/Modified variants: Scythe-tailed – Not as maneuverable, but overall longer reach with their tails and more damaging.
Elite varieties: None discovered.
Curability: Corehounds, yes. Gem Masters, impossible.
Enforcer Tech's notes: “Corehounds – despite their tier rank – are often classed as 'VIPs' to the Corruption, largely due to the fact that their cooperative gem masters can make anything, provided they have the necessary material. It is also due to such that they have priority over other Corrupted, seeing that they can bolster their ranks easily and at any time.”
Notes: “Okay, allow me to say that Corehounds…I would have been able to keep one as a pet since it must have retained some of its memories. I was about to open fire on it when it suddenly went mellow on me and even protected me from lesser Corrupted. I would have brought it to a nearby base to get it cured, but a different Corehound killed it before I could take it with me.” – Enforcer Angel.
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Puppeteer – tier three manipulation Corrupted.
Origin Species/World: ???
Appearance: Seemingly like evolved Chaos from the Sonic worlds, the Puppeteer has a water-like body, with a visible core in the center of the liquid body.
Abilities: The tips of its fingers can be launched out, thin cords attached to them and imbed themselves into the nervous systems of most organic beings. It is through this that they can be able to manipulate the movements of others, hence their names. If in danger, they can compress their body around the core, shielding it as well as healing it of any damage it sustained.
Armaments/Weapons: Relies heavily on the manipulation of others, but is capable of defending itself if need be. It can solidify its arms into weaponry or try to rake the manipulation claws against its foe, largely to try and imbed one of its claws in to gain control of them.
Enforcer Pilot's notes: “These…things…make me sick. They're almost like a personified version of that book 1984, where everyone is forced into doing things against their will. Not able to think, not able to have free will, and will be killed should they try and fight against the Puppeteers control.”
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Emissary – tier three Corrupted civilian.
Origin Species/World: Civilians from around the Mainframe.
Appearance: Various, since most would retain their normal appearance.
Abilities: Shape-shifting, proficiency with most military-grade weapons, enhanced speed and strength…
Armaments/Weapons: Weapons they use or by shifting their own body to be weapons.
Movement type/Speed: Various, since each Emissary has their own method of travel.
Elemental/Modified variants: Assassin – can't do as much shape-shifting, but carries several Glaives for assassination attempts.
Elite variants: Bounty Hunter – Made to combat Enforcers and MLA Commandos. Dangerous in close-quarters.
Curability: Varies.
Notes: “To think that there are those willingly surrendering their free-will to join the Corruption instead of the MLA…” – Enforcer Diamond.
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Inferno – tier three blazing Corrupted.
Origin Species/World: Flare Dancers from Legend of Zelda.
Appearance: Almost the same as normal Fire Dancers, but with the spikes much more dangerous looking with serrated edges. When not 'deployed', they would be like the torso of them, but with arms to carry their spikes around if they wish. If not, the spikes are 'tethered' to them, being pulled along by it should they fall far enough behind.
Abilities: Manipulators of fire, they can essentially 'skate' while leaving behind a trail of it.
Armaments/Weapons: The fire they control, as well as their own spikes. Even with the flames dispelled, they are capable of a small nova burst to defend themselves.
Movement type/Speed: Quite fast when 'skating', though not as much when the fires are gone.
Elemental/Modified variants: Blizzard – Ice elemental version of an Inferno, controlling ice and leaving sheets of it wherever it goes.
Typhoon – Water elemental version, controlling water and setting off small geysers wherever it 'skates'.
Elite variants: Volcano – Deadlier version of an Inferno, able to create and manipulate magma.
Curability: Difficult.
Notes: “Infernos…man are those things deadly. The Flare Dancers were no problem, but these things? Jeez, keep getting blisters since my armor would get too hot…Always forgetting to get heat-resistant runes from the barters.” – Enforcer Paladin.
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Arachnoid – Tier three assault Corrupted.
Origin Species/World: Spider mech seen in the Watch_Dogs world via 'Audio Trips'.
Appearance: Near-identical to the spider machine that is seen in the listed world, though bulkier in size and stands at almost five meters in size. It seems to share traits similar to that of the much larger spider mech in the MechAssault worlds.
Abilities: Able to move almost freely over any terrain and is somewhat capable of flight, albeit via gliding for one of its attacks.
Armaments/Weapons: Five millimeter gatling gun that can be swapped out for anti-tank ordnance used for the demolition of vehicular foes. Impact generators in each of its leg allows it to impact the ground with enough force to send not only personnel flying away but also vehicles to add to the carnage. Even its legs serve as weapons, each able to be swept to wreck anything standing in its way or to crush by stomping down. It is also shown to be a manipulator of plasma, able to charge up a sphere of concentrated plasma in front of it before firing it off.
Movement type/Speed: Being the shape and design of a spider, it is capable of climbing over any obstacle, including buildings and over vehicles. Its overall speed though is moderately slow, having been a trade-off for free mobility.
Elemental/Modified variants: Widow – Much smaller version at only four inches, but is much more fragile compared to the normal variant and only carries needles used for the injection of toxins it carries. Often used for assassination attempts.
Elite variants: None discovered.
Curability: Very difficult.
“I've experienced one of those Audio Trips before when I was visiting the Watch Dogs version of Chicago. Jesus H, those things are like the sound version of addictive drugs. Really play with your mind to make you think that you're really experiencing the events that they're playing. However, despite me being in the same scenario that the Arachnoid comes from, I'd rather not end up forming an addiction to those trips…” – Enforcer Genetic.
0010000
Accessing Tier four Creature list…
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Basilisk – tier four snake-like Corrupted.
Origin Species/World: Snakes.
Appearance: Physically the same as normal snakes, but ranging around the much larger varieties of them in size. The scale and pattern type not only determine how the snake behaves, but also the poison they possess.
Blue scales = Mainly poisoning.
Black scales = Mainly crushing.
Red scales = Purely aggressive.
Abilities: Various poisons that are determined by the color of the pattern on the Basilisk.
Purple stripe swirls = fatal poison.
Yellow stripe swirls = numbing poison.
Red stripe swirls = paralysis poison.
Black stripe swirls = nerve poison.
Armaments/Weapons: Biting and constricting/crushing victims.
Movement type/Speed:
Elemental/Modified variants:
Elite variants:
Curability: Difficult due to immunity to tranquilizers and aggression.
Enforcer Snipe's notes: “Okay, I had problems with snakes when they're regular sized on some jungle worlds I had to go to. But when around fifteen times their size? … … …just remind me to bring an extra large bowie knife when going into CZ's that have these f***ers… …and explosive bullets…”
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Goliath – tier four siege Corrupted.
Origin Species/World: ???
Appearance: Similar to Left 4 Dead's Tank in body structure, the 'arms' are small spires with a screw-bolt design running along them.
Abilities: Able to shift between its 'walker' and 'tank' forms, the latter of which is used often for long travels or vehicular combat.
Armaments/Weapons: A single, large cannon built into its back.
Movement type/Speed:
Elemental/Modified variants:
Elite variants:
Curability: Currently impossible.
Enforcer Howitzer's notes: “And I thought I was the only one with perfect artillery…when I first encountered a Goliath and found out of its capabilities, I was forced to do shoot-and-scoot tactics against it. After a while of doing that, I just went 'F*** it' and charged at the damn thing, cannon still deployed. Let's just say there was a headless Goliath that day… … …along with half its upper body gone as well.”
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Trench – tier four assault walker Corrupted
Origin Species/World: Trench walkers from the Mobile Trench Brigade of Trenched/Iron Brigade.
Appearance: Similar to the Trenches from the Iron Brigade world, as well as the parts to them. All are of varying height, but smallest is the size of a house to as large as a small office building.
Abilities: Heavily armored and sometimes carrying around enough firepower to suppress a squad. Some of which are able to swap weapons on the field. Weapons however heavily border along magi-tech, seemingly endless amounts of ammunition for their guns.
Armaments/Weapons: Ranging widely from machine guns to shotguns, sniper cannons to mortars.
Movement type/Speed: Varies mainly on the legs of the Trench.
Elemental/Modified variants: Sharpshooters – Only Sniper cannons, often used in long-range supression.
Turtles – Higher armor and magnetic to negate small-arms fire.
Bunker – Only armed with a heavy machine gun, but are able to hold more lower-tiered Corrupted for support fire.
Support – Has no weapons, but is able to deploy smaller turrets on the field, such as smaller versions of Trench weaponry, as well as mine-layers and repair cranes.
Breaker – Largest type of Trench, carrying the highest amount of firepower but less armor.
Elite variants: Bastion – More armor and durability than normal Turtle Trenches, as well as being able to hold more than Bunkers.
Curability: Extremely difficult.
Notes: “When I first got word of the Corrupted trying to steal blueprints of my kind, I literally dropped what I was doing and hightailed it to the Iron Brigade. I was able to save Commander Woodruff, but I wasn't able to stop them from getting what they wanted in time.” – Enforcer Mech.
00100000
Accessing Tier five Creature list…
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Monolith – tier five mobile base/mass-production Corrupted.
Origin Species/World: ???
Appearance: Arguably the largest of all Corrupted, reaching up towards twenty to fifty stories in height. They appear similar to the Washington Monument, with smaller versions of it at each of the four corners, acting as its legs. The central one has four gems on each side close to the top, each a violet-red color, while the legs have ones as well, hovering above the tops of each.
Abilities: The mass-production of the Corrupted, they are able to produce dozens of lower-tiered Corrupted at a time per leg, as well as the central tower. To do this though, they require to be supplied by either Corehounds or harvester variants of Monoliths. They are also able to deploy to spread the Corrupted Data over a large radius, which allows sight to them and alert other Corrupted to intruders should they step on the 'web'.
Weapons/Armaments: The gems on the main body, as well as the smaller ones, are able to fire beams that paint the ground in their path, detonating shortly after. The smaller gems also double as a form of anti-air, downing any aerial threats to the Monolith.
Movement type/Speed: Very slow, each step leaving behind craters and setting off small earthquakes.
Elemental/Modified variants: Harvester Monoliths; Only able to produce tier-one Corrupted, but supply main Monoliths with material.
Elite variants: None discovered.
Curability: Impossible.
Notes: “Monoliths…the main cause of the damn plague that spreads across our home…Entire worlds destroyed, waves of those monsters being unleashed from just one of them. I just wish the Core wasn't under such danger, cause then I would take to the field much more often and show them the wrath of the Enforcers, personally.” – Enforcer Sword.
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Albatross – tier five aerial transportation Corrupted.
Origin Species/World: Eagles.
Appearance: Physically the same as the Bald Eagles, but with mechanical components and carrier compartments fused to them. Not only that, but they are also among the largest of the Corrupted, being eight stories in height standing. They also have a pair of heavily-armored ammunition carrier containers in between the two rows of transport containers to supply the defensive weapons.
Abilities: Minor regeneration to counter small-arms fire.
Armaments/Weapons: Two flak turrets on each transport container(4 containers, totaling around eight flak turrets), including a rail gun mounted on the head.
Movement type/Speed: Flight, but relatively slow compared to planes, about as fast as a heavy bomber.
Elemental/modified varieties: Bombers – A quarter smaller in size and carries only Batteries or Generators, but can have them drop to carpet-bomb large areas. Slightly more armor and a bit faster as well, but sacrifices the defensive weapons and ammunition storage units.
Elite varieties: None discovered.
Curability: Currently impossible.
Notes: “Ya know, I kinda wish that we could be able to cure one of these things. I would enjoy flying along side one of them, even ride it if I want to since those things look quite comfy. Still, when it comes to fighting one, I'd be put on my toes trying to avoid all the flak from those turrets.” – Enforcer Pilot.
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Wargunner – tier five heavy siege Corrupted.
Origin species/World: ???
Appearance: A rough, attempted copy of Enforcer Armor's suit, though standing at five stories in height and with the body structure of a gorilla. Has what looks like a small factory built onto its back, said factory being a high-output ammunition production facility. This ensures that it always has ammo for its main weapons.
Abilities: Limitless ammo for its weapons thanks to the factory on its back. Said factory can also supply others with any should it be needed.
Armaments/Weapons: Quad-barreled minigun designed cannons for each arm. Each shell fired equates to the size of minivans.
Movement type/Speed: Relatively slow thanks to the factory.
Elemental/Modified variants: Shrapnel and incendiary shots.
Elite variants: None discovered.
Curability: Currently impossible.
Notes: “Even though they tried to copy my suit, they did a piss-poor job of making it durable to someone like me. All it takes is one well-aimed rocket to that factory and boom, dead Wargunner.” – Enforcer Armor
00100000
>>Log out…
Farewell Enforcer Tech.
-0-0-0-0-0-0-
Note that this is considered a continuous WiP until there are five to eight entries per tier(twenty-five to forty total). If you feel like contributing, note me with a filled form and if the entry is interesting enough and suits the Corrupted, I will add it to the bestiary. This doesn't mean that I'll reject each attempt, so feel free to try as many times as you like.
Shortened list of the currently listed Corrupted:
T1: Speeder, Scythe, Buzzer, Little Demons, --, --, --, --.
T2: Battery, Ghost, Scope, --, --, --, --, --.
T3: Corehound & Gem Master, Puppeteer, Emissary, Inferno, Arachnoid, --, --, --.
T4: Basilisk, Goliath, Trench, --, --, --, --, --.
T5: Monolith, Albatross, Wargunner, --, --, --, --, --.
Category Story / Miscellaneous
Species Unspecified / Any
Size 50 x 50px
File Size 10.4 kB
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