Seeded across the galaxy by Samir Duran, the Hybrids are only now beginning to awaken in greater numbers shortly after the events of the Second Great War to carry out their master's dark will. Created from a perversion of the Xel'naga cycle and through artificial means, the Hybrids come in many shapes and sizes. Due to their relatively obscure nature, few realize what these fearsome beings are before it is too late. For now, they are working in the shadows, biding their time for a moment to reveal themselves. When they do, darkness will consume the galaxy.
All Hybrids have a number of qualities that they share. Hybrids are capable of psionic usage although some subsets are much more potent at utilizing it than others. Mind Control does not work against them. They are natural detectors. They are impervious to nearly all forms of conventional weaponry and thanks to the optimization of Zerg genes, virtually no known form of disease or toxins can harm them and the vacuums of space do little to harm them. All Hybrids observed so far are able to consume the DNA of their enemies, increasing their own life and inflicting grievous harm to their victims.
Lore: Something has awakened and its sinister nature was felt by all psionics in the sector before it quickly disappeared. Investigations by other factions at the point of origin found nothing but a very large unnatural crater on some fringe planet. No other important information was discovered on the planet. The only logical conclusion was that "some massive entity has awakened." Thus far, the being in question has simply been given the name "Tyrant".
Sightings: Unknown, origin point near the center of Sigma Quadrant on an unexplored desert planet
Lore: The hybrids are powerful beings that crackle with immense energy but these monstrosities are on a whole different level. From the various reports, they bend the space time fabric around them with their mere presence, twisting and distorting reality at its whim. Unconfirmed reports states that it can phase itself, as conventional weapons completely does nothing to it. The only way to damage and kill such creatures so far is through psionic energy. Only the most powerful psionics can hope to damage a Desecrator and it takes a well coordinated group to kill one with heavy losses.
1600 Shields 200 Health 600 Energy
2.95 Movespeed, 4 shields 1 Armor
Attack: Phase Orb (Ground and Air): Range 7 50x2 1.2 attack speed
Phase (Passive): Completely immune to all attacks. Only psionic based attacks can harm the Desecrator.
Singularity (Passive): Any attempt to feedback the creature will backfire on the caster.
Distortion (Passive): All attacks ranged or melee has its speed reduced by 65% in a 10 yard range when it enters the distortion field around the Desecrator and they have a 35% chance to miss. In addition, enemy movement speed is slowed down by 25%.
Graviton Bomb: Telepathically crushes any targets with gravity in a 3 radius circle.
Void Spheres: 7 spheres seek a target and detonate for 50 damage each.
Enthrall: Controls a unit. The unit is gifted with the hybrid's essence until it is killed or consumed.
Sightings: Extremely Rare, only one was ever killed at the cost of 12 High Templars and its body dissipated before it could be examined. The other encounters resulted in the death of all Protoss members.
Lore: Protoss observers received footage of one in battle and it strikes fear to even the most seasoned Protoss defenders for the Hybrid Reaver pales in size compared to the Obliterator. How such a creature come into being without anyone knowing is anyone's guess. As its name suggest, these giants by themselves can easily obliterate a fortified base with little to no effort as it did to a fortified Protoss encampment. These creatures do not have shields but they are extremely robust, durable and powerful siege weapons. They have the mortifying ability of somehow reflecting damage back to the original source. It does bleed so massive amounts of firepower could bring one down to its knees but its abilities are still largely unknown.
2.65 Movespeed, 7 Armor
Attack: Obliterate (Ground, Melee): Range 1.5 150x2 1.5 attack speed
Death's Mask (passive): All damage is reflected to the original source for 20% of the damage.
Roar: Fears/stuns/kills the enemy with a powerful psionic roar.
Sightings: Extremely Rare, only one has been recorded in battle and it left unscathed.
Lore: After communication was lost with a small fleet near Aiur, the Hierarchy feared for the worst and sent numerous scouts to probe the area and discover what took the fleet out. They found incomplete parts the commander's video logs amongst the space rubble. When the Protoss leaders watched the fuzzy chopy video, they discovered that a single unknown capital ship took out the small fleet.
Given the name Vanquisher, the Protoss deduced that they are hybrid ships as no other factions have a ship that looked like it. It appear to be synthetic in nature and its weapons and shield systems were far more advance than anything they seen. If the image was clearer and the other parts of the video logs were found, a more complete analysis will be concluded. Until then, more research was needed in order to outfit their ships to combat this threat in the future.
However, it does raise a question. How were the Hybrids able to build such an advance ship in such a short time? As far as the Protoss could tell, the Hybrids needed help to acquire materials and all signs, including the incident at Castanar, pointed at the Dominion helping the Hybrids. Something is amiss inside the Dominion.
1000 Heath, 1500 Shields
2.5 Movespeed, 5 Armor 5 Shields
Weapons capabilities unknown at this time.
Abilties unknown at this time
Sightings: Extremely Rare, only one seen near Aiur.
Lore: The appearances of these beings are rare but it is becoming more frequent near the edge of fringe space. From the limit encounters with these beings, a number of troubling traits are revealed.
These fairly massive flying creatures possess extremely flexible and strong tendrils on its body that can be manipulated and stretched with great precision. Though they move seemingly slow, these creatures can move very quickly if they desire. If it is not busy latching onto and destroying a ship with its tentacles, it is capable of firing multiple organic missile at once that will track an enemy. The rounds go through the toughest materials with ease. However, once the round has landed in its location, it becomes “alive” and are notoriously difficult to kill. They wreck havoc until they are dealt with. However, these living rounds appear to have a limited lifespan but a long one.
They appear to be transport for the Hybrids and the way they do so is mind boggling. These creatures land and they reveal a “portal” on their backs where other Hybrids and the like can go through. The thought that several of them could land incognito in some planet and suddenly summon an army of Hybrids before anyone knows is frightening. How they are able to transport in this way is still a mystery but that is likely when the Harbinger are most vulnerable. It is able to warp travel.
700 Health 500 Shields
2.5 Movespeed 3 Armor 3 Shields
Attacks (Ground and Air): Ectoplasmic Rounds: Range 10 30x4 1.3 attack speed, spawns a Ravager per attack that has a life of 160, 1.9 movespeed, a melee attack for 18 per .86 second and a ranged 3 spit attack for 14 per 1.3 seconds.
Tentacles (Ground and Air): Range 3 12x20 tentacles
Entangle/Impale: Grabs a hold of a ship and crushes it over time with its tendrils or create multiple hull breaches if the ship is to big.
Warp Form: By landing on the ground, a portal of sorts is created on its back, warping in in friendlies through its back. Unable to attack or move at this time until it reverts this form
Lore: Tricksters by nature, they are not as durable and smaller than the others, these Hybrids prefer to toy with the enemy forces from a distance before finishing them off. Possessing “true cloaking” greater than that of Dark Templars, they rarely step directly into an engagement and instead use their psionics to play mind games. Unlike Destroyers who are much more open and confrontational in their spells, the Annhilator subvert the enemy by confusing their opponents through perfect, living, nearly undetectable copies of hallucinations, playing mind games, distorting the senses, turning allies against each other by implanting paranoia and crippling high value targets with spells before they know what happened. Few realize what caused the destruction of their groups before an Annihilator shows themselves and finish off whoever that is still standing. They are perfect infiltrators to soften up the resistance. Conventional detectors do not work against this foe.
350 Shields 200 Health 550 energy
Movespeed 2.75, 2 shields 2 armor
Psi Blast (Ground and Air): Range 7 25 damage
True Cloak: Completely undetectable by conventional detectors. Only the most advance detectors can spot this creature.
Nightmare: Energy dependent on the creature summoned, the unit summoned has the exact stats as the replica.
Prism: 100 energy, in a 2 radius, all units hit by this spell will be locked inside a prism for 100 energy for 7 seconds. During this time, the hybrid can cast any spell inside the prism.
Eruption: A pillar of energy in a 2 radius erupts from the ground dealing massive damage to anything inside
Convert: 75 energy, stealthily turns an enemy against its allies, the subverted unit is buffed for 20% of its stats and is invulnerable for 2 seconds.
Edited by smylez on 1/14/2013 2:40 PM PST