Sol Survivor Creep Encyclopedia

Sol Survivor Creep Encyclopedia

Timothy Goya
tuxdev103@gmail.com

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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