Sol Survivor Creep Encyclopedia Timothy Goya tuxdev103@gmail.com =========== Battle Slug =========== One of the inhabitants of a long-ago conquered Ascendancy territory, the Battle Slug is capable of regenerating lost segments of its own body. Many a colony has fallen to Battle Slugs that commanders assumed were finished only to see them regenerate and march on. Keeping fire on Battle Slugs at all times is a priority. Drone support is a great way to ensure this as is Focus Fire. Type: Biological Abilities: Healing =========== Battle Tank =========== With their top notch shields and armor, the Battle Tank is a force to be reckoned with. Used to provide firepower more than to spearhead attacks, the Battle Tank is often seen as a last-ditch attempt by the Ascendancy to overcome a target. Removing the shields on a Battle Tank should be priority as commanders rarely want to wast time getting through the thick armored hull of this enemy juggernaut. Type: Mechanical Abilities: Shielded ======= Behemok ======= An enraged, massive beast from one of the Ascendancy's fringe planets, the behemok is dropped in to create panic in Sol Paragon colonies. Each behemok carries a clutch of larvae in its body which come pouring out either when the behemok dies or when it reaches its objective. Heat damage is key to defeating behemoks, as is slow goo to keep them slowed. Firebomb support, flamethrowers and lasers provide the right kind of firepower to keep colonies safe from these massive beasts. Type: Biological Abilities: Healing Splitting Boss Tank ===== Biped ===== Light scout Bipeds are a hallmark of an incoming onslaught. Don't be fooled by their appearance -- an ill-prepared defense can be rendered ineffective by these shielded machines. Fleet ops reminds all commanders not to rely too heavily on flamethrowers for colonial defenses, as they are largely ineffective against the Biped. Type: Mechanical Abilities: Shielded =========== Ember Probe =========== Probes are built to test the weakenesses of a defense. Each probe is calibrated to be strong against a particular type of turret. This particular probe is strong against heat damage. Counter the Ascendancy's attempt to outwit you by hitting this probe with non-heat damage sources. Type: Cybernetic Abilities: Resistant ====== Feline ====== The bane of many commanders, Feline hybrids have been bred by the Ascendancy to maximize their ability to sneak past Sol Paragon defenses. Their coats are capable of great camouflage and their movements are subtle enough to evade detection. When revealed, the feline will sprint, as evasion becomes its only defense. All colonies must be vigilant against the feline menace! Building inhibitors or careful use of flares at key locations are key to defending colonies from these fearsome beasts. Type: Biological Abilities: Cloaked Sprinting ====== Fungus ====== A cybernetic core with a fungal shell, the Fungus emits a spore cloud that interferes with weapons systems and makes enemies harder to hit. Weapons firing at enemies within the cloud will instead hit these spores, causing damage to the Fungus rather than their intended targets. Focus Fire will remove the Fungus from the field quickly. If your focus is required elsewhere, area of effect damage across many foes within the spore cloud will deal with the cloud better than single target shots. Type: Cybernetic Abilities: Absorb ======= Gunship ======= Essentially an extension of the Ascendancy fleet, these airborne fortresses dominate the skies. Shielded and more mobile than the ground-based Hover Tank, a Gunship is an immediate threat to any colony it approaches. EMP turrets cannot be of use against the shield of a flying enemy, so fire must begin early against Gunships. Try using the long reach and anti-air capabilities of the lightning tower to slow a Gunship's advance. Type: Mechanical Abilities: Flying Shielded ========= Harvester ========= Harvesters are the primary soul collector of the Ascendancy forces. Along with a clutch of larvae, the harvester invades a colony and efficiently collects souls to power enemy technology. Each larva it carries is capable of stealing a soul on its own, making harvesters particularly dangerous. Fleet ops suggests dealing with harvesters quickly so that the resulting larvae do not end up skirting colonial defenses. Type: Cybernetic Abilities: Splitting ========== Helicopter ========== In an interesting twist, the Helicopter was adapted from Sol Paragon technologies for use in the Ascendancy's forces due to its exceptional maneuverability and relatively low fuel requirements. Always sent unmanned, these flying enemies are built to withstand a heavy amount of fire from the ground. Helicopters are best destroyed by anti-air flak turrets. When those aren't available, try slowing them or using focus fire to make sure they don't sneak by. Type: Mechanical Abilities: Flying ========== Hover Tank ========== The Hover Tank provides cover for other Ascendancy forces and helps them to advance toward their objectives. Able to scale most terain by hovering over obstacles, this vehicle has proven to be a thorn in the side of Sol Paragon forces across all theaters of the war. Focus fire the Hover Tank to stop it from providing cover to lesser foes that surround it. Type: Mechanical Abilities: Tank ========= Hoverbike ========= A strange blend of technologies, the hoverbike is a sentient vehicle to which other Ascendancy forces bond. It is very quick, and combating hoverbikes can be challenging to a rookie Commander. Officers of the Sol Paragon fleet are taught to rely on slowing turrets like goo and emp in order to lay down sufficient fire on these evasive enemies. Type: Cybernetic Abilities: Boosters ========== Hoverscout ========== Often the first Ascendancy arrival on a new world, hoverscouts are a cheap AI-piloted reconnaissance vehicle. They carry little or no weaponry and are destroyed fairly easily. Captured hoverscouts are frequently used as training drones for budding young commanders; they should not offer much challenge. Type: Mechanical Abilities: ====== Larvae ====== Carried both by the harvester and the larger behemok, larvae are deployed from creeps upon reaching the colony or upon the death of the carrier. While slain easily, the sudden appearance of five new targets can often prove frustrating for colonial defenses. When fighting enemies that drop larvae, Sol Paragon commanders find it best to leave an area of effect turret toward the real line of defense to deal with the larvae as a mass instead of individually. Type: Cybernetic Abilities: ==== Moth ==== Much like the Battle Slug, the Moth regenerates parts of itself which have been wounded in combat. That it also can fly only adds to its resilience in combat. With huge white wings and eyes of onyx, the Moth is a relentless and frightening creature. As flamethrowers do not reach high enough to tackle Moths, many executive offers rely on the anti-air flak turret to clear the skies of these pests. Type: Biological Abilities: Flying Healing ========= Nanocloud ========= Advanced nanobots have been programmed to form tight clouds which swarm over a target like insects. When sensing a threat nanobots will scatter, making them hard to hit with conventional munitions. Nanoclouds are best treated as the swarm they are. Flamethrowers are the trusted standard, but when they aren't available, non-piercing weapons are the best alternative. Type: Cybernetic Abilities: Resistant ==== Orca ==== The Orca allows Ascendancy air forces to sneak behind enemy lines. With a nearly invisible chassis, Orcas must be illuminated or otherwise revealed before turrets will fire upon them. Flares or inhibitor turrets are a must against the Orca lest they slip by undetected. Commanders are encouraged to use anti-air flak after revealing these tricky enemies if it is available. Type: Mechanical Abilities: Flying Cloaked ====== Phaser ====== Phasers are assassins within the Ascendancy ranks. Built to teleport through defended perimeters, they prefer short bursts of teleportation due to their limited hovering mobility. Teleportation causes havoc within the targeting systems of Sol Paragon weaponry, with many shots failing to connect. To avoid wastead shots, Phasers are usually best killed by continuous fire turrets like the pillbox, laser, and machine gun. Larger, slower weapons frequently fire at phasers only to strike the dirt in their wake Type: Cybernetic Abilities: Phasing ============ Plated Probe ============ Probes are built to test the weakenesses of a defense. Each probe is calibrated to be strong against a particular type of turret. This particular probe is strong against piercing damage. Counter the Ascendancy's attempt to outwit you by hitting this probe with non-piercing damage sources. Type: Cybernetic Abilities: Resistant ============== Pressure Probe ============== Probes are built to test the weakenesses of a defense. Each probe is calibrated to be strong against a particular type of turret. This particular probe is strong against concussive damage. Counter the Ascendancy's attempt to outwit you by hitting this probe with non-concussive damage sources. Type: Cybernetic Abilities: Resistant ====== Ramtor ====== A beast native to the Ascendancy home world, the ramtor is a loyal servant of their cause. Single-minded, these animals will sprint toward their objectives at great speed. Fortunately, they cannot maintain this speed while evading fire. Ramtors will be used early in most combat, and while they are not durable, their speed can prove to be an issue. Commanders should ensure that all ramtors receive some fire from either support or turrets to prevent them from sprinting past their defenses. Type: Biological Abilities: Crawling ======= Ravener ======= The pinnacle of Ascendancy AI technology, the raveners hold a high status within Ascendancy religious culture. While their exact purpose is unknown, they are ruthlessly efficient collectors of souls. Raveners are cloaked, but will speed up when revealed. Commanders can use this to their advantage, revealing them to separate them from other Ascendancy troops to deal with them alone. Missile turrets and support are rumored to be very effective against raveners. Type: Cybernetic Abilities: Flying Cloaked Sprinting Boss ===== Rhino ===== Named after the extinct animal on Earth, these rhinos are hulking beasts capable of taking a severe beating. Each rhino leads nearby Ascendancy enemies toward the colony, sharing in the amount of damage done to the creeps following it. Focus fire is the recommended tool to deal with rhinos, forcing them down with hard-hitting single target turrets. Type: Biological Abilities: Tank ===== Roach ===== While not capable of proper flight, the roach can jump and stay aloft for long enough to evade heavy sections of ground fire. Evasion makes up for a lack of intelligence with this enemy, each hop gving it a chance to reach its objective. Smart commanders know better than to rely on a ground-only defense against roaches, adding in air-capable turrets to ensure the safety of the colony. Type: Biological Abilities: Leaping ====== Tripod ====== Tripods are a mainstay of the Ascendancy ground assault. Shielded and of decent speed, they are well rounded enough to test any defense. Removing the shield from tripods with emp turrets or support makes them considerably easier. Alternatively, the railgun is a great way to bypass shields and strike directly at the underlying machine. Type: Cybernetic Abilities: Shielded ====== Zorast ====== Zorasts are used as forward assault vehicles by the Ascendancy, usually as part of an all-in push. As such, they are heavily shielded and possess some of the heaviest armor ever seen by the Sol Paragon. They are quick, despite their bulk, and should not be underestimated. It is critical to use weapons against the shields of a zorast quickly. EMP turrets and support will give a fighting chance to ground defenses who will still have a difficult time breaking a zorast's thick hull. Type: Mechanical Abilities: Shielded Boosters Boss