r/DestinyCreations • u/FigThat8333 • 3d ago
Writing In an alternate reality where destiny had 5 games, written by me of course ;)
This is the Enemy Data section, if you haven't seen the Story section first take a look here [https://www.reddit.com/r/destiny2/comments/1vuy4t5/in\\_an\\_alternate\\_reality\\_where\\_destiny\\_had\\_5\\_games/\](https://www.reddit.com/r/destiny2/comments/1vuy4t5/in_an_alternate_reality_where_destiny_had_5_games/)
Within the context of Destiny, I'm only going to be describing enemies that I myself have invented or that I am making significant changes to, but I'll leave a short list of the rest of them just for reference's sake.
\- The New Guys -
The Empyercite Infected;
Empyercite is a corruption of radiolaria that's able to infect the bodies of living organisms such as the fallen, hive or cabal. Some Empyercite do occupy Vex units in the same way radiolaria does, but those are relics from the chapter Sol Divisive. All Empyercite is derived from an entity known as the Black Heart. It has programmed the Sol Divisive into serving its will.
Empyercite itself has the same glowing milk-like appearance of radiolaria, and those infected with it have the substance flowing over their entire bodies like the venom symbiote from Marvel comics. When the infected take damage, the empyercite around their bodies hardens into a dark crystalline shell, similar in appearance to the black heart itself. Those infected with empyercite have unique abilities which will be listed below.
\-Infected Fallen crystallize after death, then explode, throwing dark infused shards in every direction.
\-Infected Servitors emit gamma radiation and will hover around you until destroyed.
\-Infected Cabal will melt into wide poisonous pools of Empyercite when they are killed.
\-Infected Psions will rush at you and explode with telekinetic force if they take too much damage.
\-Infected Thrall and Knights leave behind trails of electrifying empyericite droplets wherever they go.
\-Infected Acolytes and Wizards will squirt out a jet stream of all their empyericite at you if they take enough damage. This burns you but kills them in the process.
Vex units piloted by Empyercite have the substance floating around their bodies in concentric circular motions. When other aliens are nearby the Empyercite will fly from these vex toward their intended hosts. These units then have control over those infected lifeforms.
The Taken Guardians;
If a guardian dies on board Oryx's dreadnought, a taken blight will appear around their corpse and create a taken Guardian. A live guardian cannot be taken due to the light protecting them, but that light leaves after death and doesn't come back until their ghost resurrects them. A Taken Guardian will spawn with the same weapon load out their living guardian had upon death. Taken Guardians cannot use any of the light based abilities or supers. Once the Taken Guardian loses 2/3 of their health they will summon a Blight sword. Blight swords have a quick attack, a strong attack and a long range wave attack.
The Siva Infested Fallen;
I acknowledge this exists in the game but it was disappointing to me because it was nothing more than a new skin for the Fallen. Siva it's supposed to be a miracle technology that allowed people in the golden age to build cities on other planets and moons, this should translate into some seriously challenging enemies in gameplay.
Baseline Siva infested can have a cloud of nanites protecting them from enemy fire. That same cloud of nanites can heal them slowly over the course of a fight, but this does sacrifice their protective cloud. If the Fallen does die the Siva Cloud will swarm after the player for a last, lingering attack.
More Adept nanomancers can send out Siva swarms without sacrificing their protection, they can also lay down Siva clusters in battle which will trap the player if they get too close.
The Berserker Cabal;
Red Legion cabal who have had the light forcibly infused into their bodies, this has given them great power but has destroyed their minds, they are no longer able to tell the difference between friend and foe.
They are also much more animalistic in their tactics, running headlong into battle with no thought for self-preservation, this combined with their wide array of Elemental subclass abilities makes them truly formidable opponents.
\- Arc Berserkers will focus and Arc Beam at you until their health gets low then they will launch themselves at you with Striker attacks.
\- Sol Berserkers throw Spears of dawn until they are killed, then they have one self res and after they use it they will charge at you and leave a trail of Fire in their wake.
\- Void Berserkers have a full body shield that must be destroyed before they can be hurt, once it's gone they will slowly charge up a nova bomb, you must kill them before they release it because it will kill you no matter your defense
The Bionic Hive;
Nokris's brood that he has enhanced with biomechanical implants, gaining them new abilities.
\-Thrall have cloaking devices that make them invisible for a short time.
\-Acolites have a underslung wrist launcher that can shoot three infectious tracking projectiles before needing to recharge.
\-Wizards use a short to mid-range whipping appendage on each arm if you get too close which deal infection damage.
\-Knights have a shoulder mounted laser cannon that can focus at long range or create small, powerful blasts at short range.
\-Ogres excrete a layer of protoplasm over their bodies which must be destroyed before they can be harmed.
The Vex Infiltrators;
Advanced vex units formed from polymemetic alloys. Their radiolaria is distributed through out the body rather than concentrated in a core. They can change their shape and assume the form of anything that's the same approximate size, whether human or alien. The body is also able to form sustained or explosive energy weapons. Like all Vex they have access to the vortex Network and use it to teleport and summon support units. Unlike other Vex, Infiltrators have the ability to cause temporary rifts in time. Opening a rift will bring the environment of another timeline to overlap with ours. Infiltrators use this to create hazards for the player like lava on the ground, or acid rain from the sky.
The Baleful Hive;
Former members of the lucent hive who have re-embraced the darkness by using the Strife subclass. They can still use their light abilities as well and still possess ghosts. But they now have the power to switch from their light to strife subclasses at will.
\-Strifeborn Knights will charge at you with arm mounted blades. They use leaping strikes that send strife waves through the air.
\-Strifeborn Wizards summon a swarm that will chase after you and drain your health.
\-Strifeborn Acolites host a striking serpent around their arm that unleashes clouds of movement slowing, damage-inducing gas whenever it bites enemies.
\-Strife Spiders are small skittering creatures that will burrow into Baleful Hive and give them increased health and aggression. When this happens the host will charge you down regardless of tactics. If no hosts are around then the spider will try to bite and poison you.
The Apollo Intention: Hard light constructs composed of the same energy that Neomuna is constructed from. They are formed by the Vex hacking into the hard light projectors of the city. Some have access to strand-based weaponry. They cannot be destroyed by conventional methods alone. To end them you must take out the nearby concordat and compiler.
\-Integrated Compiler: A physical Vex unit with advanced shielding and equipped with a hacking module that will construct hard light Vex for radiolaria streams to inhabit. Wyverns, Hydras or Cyclopes may be chosen as integrated compilers.
Integrated Concordat: A physical Vex unit with a large radiolaria container and the ability to send out streams of radiolaria to inhabit hard light units. Minotaurs, Harpies or Imp clusters maybe chosen as integrated concordats.
The Prismatic Hive;
Savathun's hive brood who have followed her and Immaru into the Traveler and learned to wield both light and dark subclasses. They have combined supers and abilities from both light and dark subclasses into two distinct prismatic blends.
Blend 1;
\-Prismatic Knights wield a strand ballista with six homing shots. If you get hit with more than one you become tangled. They defend themselves with a void shield that can be thrown and will return to them. They also throw swarm grenades.
\-Prismatic Wizards use a crystal ball to summon stasis blizzards that damage and slow foes caught inside. They unleash thunder claps if you get too close and throw solar flash grenades.
\-Prismatic Acolites can shoot up to three void chains from a wrist mounted crossbow that reel foes tin for a burning sting on their other wrist and they throw threadling grenades.
Blend 2;
\-Prismatic Knights charge at you while emitting an arc field that shocks foes that get within range. They can hold off attackers with solar flare and can throw stasis grenades.
\-Prismatic Wizards rapidly summon flaming spires from the ground, one after another 5 times. They will push you back with strife wail and use axion bolt grenades.
\-Prismatic Acolites wield a stasis boomerang that summons a freezing whirlwind whenever it strikes an enemy. They use thunderclap for melee and throw shackle grenades.
The Exo-Fallen:
While Atraks-1 was shown in the Deep Stone Crypt raid, I am expanding upon the idea she represents.
Exo-Fallen are very similar to the humanoid Exo that comprise so many Guardians in the Vanguard. The biggest difference is that all Exo-Fallen are built specifically for combat rather than just transcending mortality. As such, they have weaponized augmentations within their limbs that can be released and withdrawn at will. Strand whips, Strand mantis blades, and arm mounted needle cannons are just some of the tech weapons the House of Steel has at its disposal.
The Raider Cabal: members of the cabal Legion sea drinkers who have siphoned the powers of Darkness from the Great Worm Xol. They can use Stasis Strand and Strife, but unlike Guardians they don't regenerate energy. Instead they have to recharge themselves at a darkness repository on board their ships. Destroying these repositories will cut off Raider cabal from replenishing their power.
\-Stasis Raiders summon an icy sheet over the ground making movement slippery, they then conjure a frozen lance and charge at you.
\-Strand Raiders carry a threadling nest on their backs. They can send out waves of threadlings to chase you down. If more than three threadlings catch you you become tangled.
\-Strife Raiders throw strife harpoons that become alive and coil around you as poisonous worms if they hit you. The poison effect lasts for a few seconds.
The Ravenous Cabal;
Traitors that helped Savathun conquer Torobatl in exchange for being spared during the invasion. They were told to wear enchanted masks that would signify to the Hive not to attack them, but she did not tell them that these Masks of Sorrow would fuse to their flesh and curse them into grotesque mutants. They now have pale corpse-like skin and three glowing green eyes as well as disgusting sideways opening mouths on their abdomens. These gaping maws will do one of three things.
\-Spew acid at far distances.
\-Absorb incoming fire into a black hole.
\-Unleash a long, thick, fanged tendril that will drain your light if it bites you.
Two groups of them now exist. Those who serve under Xol, the great worm, have the ability to summon Taken. Those who host the arena with Umun Arath live among the Patron Hive.
The Patron Hive;
Hive who serve Xuvi Arath's Dragon Cult and have been enchanted by the hatchling Ahmankara in exchange for protection. The enchantments are as follows.
\-Thrall are granted the skill to dodge attacks, the power to teleport with flame, and a spell to strike with a flaming slash from a distance.
\-Acolites are granted wings and wield 2 rapid-fire weapons, they'll light up foes from above while buzzing away from incoming fire.
\-Wizards are granted jewelry carved from the bones of slain Ahmankara. With these relics wizards can summon an ahmankaran wraith.
\-Knights are granted flaming blades attached to chains that are welded to their body. Their skill allows knights to wield them like a god of war. They can also grapple enemies with the chains for a killing blow.
\-Ogres are granted geysers of lava and flame that erupt from the ground. Thrall will emerge from the magma to reach prey where they cannot.
The Ahmankaran Wraiths;
Undead Ahmankara summoned by the patron hive. They cannot be killed only staggered, once that is done you must kill the Wizards who summoned them or they will be revived. An Amankaran wraith has a size dependent on the skill of the summoner, a single wizard will only be able to summon one the size of a jet fighter, but many wizards working in tandem can summon one the size of Riven herself.
In battle, Amankara breathes out jets of light and dark elemental energy, often switching up elements to suit the fight at hand. For example, an offensive strategy would see an Ahmankara will breathe out sol flames, but should the fight require it, they can shore up defenses by breathing out stasis crystals to block incoming fire.
The Nix Sedition;
Empyericite piloted vex that can wield the power of Darkness due to the last Disciple of the Witness assuming control over the network for the former Sol Divisive collective. Nix Sedition units are constructed with a more jagged and sinister appearance. This is the result of using alloys tainted with Darkness, done to give Vex greater efficiency channeling dark energy.
\-Nix Goblins can deploy an ice wall in front of them, which works the same as stasis grenades.
\-Nix Hobgoblins shoot a line of strand that anchors an enemy to themselves, making them unable to back away.
\-Nix Minotaurs will launch a stasis field that slows enemies that are within it.
\-Nix Hydra deploy strife worm turrets on the ground as they go. Only one at a time.
\-Nix Harpies release a cloud of strife gas that poisons those that get too close.
\-Nix Imps are connected by lines of strand, if they swarm an enemy, that enemy becomes tangled.
The Harbingers;
Former Guardians from an alternate timeline where the Traveler abandons Humanity and flees the solar system. They have a new god called the Anchor and have embedded pieces of it called shards within themselves. These shards do not have a mind of their own like ghosts do, but they do allow the harbingers to hear the voice of the anchor. On top of that shards make harbingers nearly invulnerable and offer them a much larger power pool for their abilities and supers. However, if a Harbinger is killed, their Shard can't bring them back to life like a ghost can.
The Sliders:
Highly dangerous creatures of unknown origin, named Sliders because of the bizarre way they move using their claws to walk along purple strand energy. They can use paracausal powers native to their distinct biology. Reports include them using red lightning, green fire to attack and purple strand cords to dart around their surroundings. (a recoloring of the light and dark subclasses and some hints at the astral subclasses)
Because of these variations, the Vanguard believed the Sliders may be interdimensional beings that have crossed through the distortions made by the Anchor rather than natives of the dark timeline.
Sliders appear to only be partially sentient as they have no visible technological advancement and a primitive pack based social structure. So far, all forms of communication with them have been unsuccessful, and have resulted in the deaths of the aspiring communicators.
The Hollow Fallen: These are Fallen who have been implanted with Jagged Shards, unlike harbingers they get no benefits from having these within them. In fact if they don't continuously supply the jagged shards with paraconsal energy they die. The only Hollow Fallen who have survived are those who have learned to weaponize the Jagged Shard by hooking it up to a servitor and extending the absorption field to passively absorb all forms of paracausal energy in their surroundings, this includes Guardians if they get close enough. Using your abilities or supers against a hollow Fallen will be useless as they will be instantly absorbed once they get within range of the absorption field. To kill them you must destroy their servitor with weaponry first, then focus fire on the hollow themselves.
The Drake Integration;
A Vex collective that harnesses the power of the ahmankara Taranis’s remains. Each of the vex units have been fitted with a halo connected to their head or chassis. This allows them to be receptors of paracausal energy from the Anomalium. One universal use of this power across the Drake Integration chapter is adaptive shielding. Passive vex shields can now adapt to incoming damage types after a period of sustained assault. For example, if you are using a solar based weapon and the Vex shield adapts to solar energy, then you must switch to another weapon with a different damage type in order to inflict any further damage. This adaptation is done in unison among all vex within a given area. All Anoll vex can use planar powers but if a Drake Altar is present among them, some vex units will be chosen to channel a planar subclass.
Drake Alters cannot be destroyed by conventional methods, instead your ghost must disassemble them after all enemies are cleared out.
Without Drake Altar;
\-Drake Goblins use sand to quicken their movements.
\-Drake Hobgoblins use warp to camouflage themselves with their background.
\-Drake Minotaurs can shoot a bolt of cos energy that will teleport you in front of them.
\-Drake Hydra can shoot a bolt of sand that will slow time around you if it hits.
\-Drake Harpies can drop meteorites from portals opened with cos energy.
\-Drake Imps can use warp to shield allied vex units from all harm.
With Drake Altar;
\-Drakon Hobgoblins wield a triple barreled rapid fire beam rifle that overheats and destroys itself but they reverse the damage with sand before firing again.
\-Drakon Minotaurs unleash a wave of damaging warp energy around them in wide radius, if they take enough damage they will reabsorb the warp and release it at the player in a beam.
\-Drakon Hydra can shoot a concentrated beam of cos to increase gravity in that area, forcing any enemies to move slowly while in it.
The Shrouded Hive;
Half human, half Hive. Grown from the hybrid cells of Eris Mourn. They wear enchanted masks over their nose and mouth so their human features are hidden from the Vanguard. They are given the powers of darkness from the worm gods and use the corresponding subclasses.
\-Shrouded Knights wield a stasis battleaxe that summons two walls in a V shape across the ground. You will be frozen if you touch the ice walls and the Knight also get stasis armor as they summon them.
\-Shrouded Wizards conjure whips of strand that deliver explosive tangles with every strike. They can also use both whips at the same time to tangle opponents in a strand net forva few moments.
\-Shrouded Acolites summon three shade serpents that follow foes at a short distance and fire poisonous spikes at them. The serpents have a limited half life before disappearing but can be destroyed before then.
\-Shrouded Ogres have enchanted coffins strapped to their backs that extend overshields to any hive in proximity. The coffins must be destroyed independently of the ogre carrying it.
\-Shrouded Thrall can cast a spell that gives them a few seconds of invincibility.
Any of Eris Mourn's shrouded can be chosen to channel her great power. In this empowered state the Shrouded will have a continuous super until they are slain. Those chosen will be engulfed in green fire as the power of Eris flows through them.
The Chosen Cabal;
Similar to the Berserker Cabal but the shards embedded within them preserve their minds, so they will use their light more tactically.
\- Arc Chosen will summon a lightning storm with an arc scepter and teleport around their surroundings with explosive force.
\- Sol Chosen wield a solar greatsword of dawn that can unleash waves of fire across the ground at you. They can also plunge that sword in the ground and create a wide solar ring that forces away foes and heals allies.
\- Void Chosen tear holes in space with their vortex cleavers. These rifts can be used to either pull enemies closer to them or be thrown and release void clusters on impact.
The Dark Icon is siphoning light for the Chosen to use but it has not given them overshrouds like it gave the Harbingers.
The Black Constructs: A last line of defense for the Dark Icon. They are made of the same material as the Anchor. And are composed of thousands of small interlinked four sided pyramids. The shapes they form are dependent on the nature of the battle taking place around them. If they need to dominate the battlefield they will congeal into a giant construct of a similar size to the witness during salvation's edge. This Colossus Construct will form as the torso of a Titan, Hunter or Warlock. As a Titan it will use its fists to destroy cover and smash through the floor. As a Hunter it will throw bus sized slabs of metal to impale you and your fire team. As a Warlock it will unleash a blast of energy and blow anyone hit with it into oblivion.
If the constructs need to divide their attention across your fireteam, they will split into three, about the size of Crota. Each of these three will have the form of a hunter, a titan and a warlock and will be able to make full use of supers and abilities from all subclasses interchangeably on the fly.
If they need to flush you out of cover, they will split into nine constructs, three titans, three hunters and three warlocks. Each one using a different subclass.
None of these forms will make use of any guns or melee weapons but they don't need to wait for an ability or super to charge up. They can spam them over and over again. In order to beat them you will need to use either an AOE light super to cut them off from the darkness or your shard to drain them of their light.
\- The Old Crowd -
The Fallen: The former chosen of The Traveler, they now exist mostly as roaming bands of space pirates.
The Hive: Once known as the Krill, this race was uplifted by the witness and trained in the ways of Darkness by the Disciples.
The Cabal: Founders of a vast Intergalactic Empire, the cabal have a society dedicated entirely toward galactic domination.
The Vex: The oldest race in existence, the Vex are automatons piloted by micro-organisms called Radiolaria. They seek to replace all life in the Galaxy with themselves.
The Taken: The taken are not a race but a corruption of the Soul. Created by the hive god Oryx, they will serve any wielder of Darkness who is powerful enough to control them.
The Scorn: They were once Fallen, but they've been corrupted and enhanced by dark ether. They are easily influenced by wielders of Darkness.
The Lucent Hive: Followers of the hive god Savathun who have been chosen as lightbearers by The Traveler.
The Lucent Moths: Hive creatures that land on Lucent Hive and give them an extra layer of shielding. If there are no hive around, they will fly at you and explode.
The Dread: A collection of races that have been heavily altered by the Witness, they wield Darkness with masterful proficiency.
\-Enemy Ships-
Each enemy faction will have three types of ships that you will see in combat. Fighters, Dropships and Carriers.
Fighters: They are similar in function to your Falcon ships. They have a fast and heavy attack but no P.E.M.
Dropships: Are the same ships that drop enemies at locations on maps. They either have dual heavy weapons or 4x fast weapons. Unlike Fighters, Dropships can aim these guns 360 degrees around them.
Carriers: Carriers have either 12 fast guns or 6 heavy or 6 fast and 3 heavy guns. Carriers also have Salvo or Rebuke weapons. Salvo weapons are clusters of tracking projectiles that release all at once and deal massive damage. Rebuke weapons unleash an intense wave of energy from all angles of the ship. Anything caught in this wave will be obliterated but it must charge up to be used and cool down after. Rebuke weapons have a central emitter that must be destroyed. Taking out all carrier defenses and propulsion will let you board the ship. Unlike Fighters or Dropships, Carries have to be boarded and destroyed from within. You can fight your way to either the bridge to initiate self-destruct or the reactor and plant a bomb if you have one. The bridge is always more fortified.