EDITED: June 20th, added new alien, and alien/human buildings.
This is my list of ideas for things I think could be fun for use in Tremulous.
It is a long list, and is constantly being lengthened. No, I did not take this list from somewhere else on the Internet. I wrote it myself.
(don't you dare try to take credit)
These are my opinions, if you think something is stupid, Grow Up. Nobody cares about your flaming skills.
Tremulous Concept Ideas
Humans
Equipment
*Weapons*
****Tesla Gun Concept****
Idea: Possible weapons based off of the Human's Tesla Generator Technology.
**Tesla Cannon**
Name: Tesla Cannon
Role: Heavy, Short Range, Single Target
Item Type: Energy Weapon
Ammunition: 5/4 (shots/reloads)
Projectile: Tesla Zap (electric beam)
Damage/Speed: 10 + 20% of target's maximum health/Instantaneous
Cost/Stage: 700cr/3
Description: A charging weapon that projects a short range burst of energy.
When fired, it strikes the closes target (non-building alien) in the firer's front arc.
Note: Because it does damage based on the target's maximum health, the Tesla Cannon
is far better suited for attacking large targets. If the weapon is fired but no target is in
range, ammo will be wasted but no beam projected.
**Tesla Gun**
Name: Tesla Gun
Role: Light, Short Range, Multiple Targets
Item Type: Energy Weapon
Ammunition: 5/3 (shots/reloads)
Projectile: Tesla Zap (electric beam)
Damage/Speed: 5 + 10% of target's maximum health/Instantaneous
Cost/Stage: 300cr/stage 2
Description: A fully automatic weapon that fires a close range beam of energy.
When the trigger is pulled, the beam will latch on to the closest (nonbuilding-aliens only)
target in front of the firer, and will remain attached/damaging until the target is either
out of range or no longer in the firer's front arc. (think if an electic flamer that locks on)
Note: Because it does damage based on the target's maximum health, the Tesla Gun
is far better suited for attacking larger targets. If the weapon is fired but no target is in
range, ammo will be wasted but no beam projected.
**Tesla Field**
Name: Tesla Field
Role: Mobile Power and Support
Item Type: Energy Weapon
Ammunition: 300/0 (shots/reloads)
Projectile: Tesla Zap (electric beam)
Damage/Speed: 3-5 per second/Instantaneous
Cost/Stage: 100-400cr/3 (price is difficult without prior reference/testing)
Description: This weapon acts like a saw in that it "fires" like an automatic
weapon when triggered, but has "infinite" ammo. Unlike the saw, the Tesla Field attacks
every target within range of the user in any direction. Though not very powerful, this
weapon is actually not a weapon at all, but a type of man-portable repeater.
Special Effect: Whenever the weapon is being used, it both attacks all aliens
(alien buildings not included) within range, and creates a repeater power field that
can both power buildings and be used as a reload point for Energy Weapons.
****Blaster Weapon Concepts****
Idea: Concept weapons that use the infinite ammo Blaster technology.
**Blaster Rifle**
Name: Blaster Rifle
Role: Extend Remote Operations
Item Type: Energy Weapon
Ammunition: Infinite
Projectile: Blaster Bolt
Damage/Speed: 10/Blaster Bolt Speed (pretty slow)
Cost/Stage: 150cr/1
Description: The Blaster Rifle is the larger cousin of the standard issue Blaster. Unlike
its sidearm cousin, this weapon is rifle sized and has a greatly increased firing rate.
**Blastmaster**
Name: Blastmaster
Role: Extend Remote Operations
Item Type: Energy Weapon
Ammunition: Infinite
Projectile: Blaster Bolts (Shotgun spread)
Damage/Speed: 80 total/Blaster Bolt Speed (pretty slow)
Cost/Stage: 400cr/1
Description: The Blastmaster is the result of a mixing the dependable Blaster technology with the
theory of "accuracy by volume." (Shotgun Theory) Due to the dependable nature of Blaster tech, it was actually
a challenge to channel the Blaster Bolts out of a straight course. A special muzzle is used to reflect the emitted
bolts in a Shotgun-like pattern. Achieving the same firing speed comparable to a Shotgun, many soldiers report that
the only flaw to this weapon is the Blaster Bolts' inherently slow speed.
****Bullet Weapon Concepts****
Idea: Concept weapons that fire solid (bullet) projectiles.
**Assault Shotgun**
Name: Assault Shotgun (was Assault Gun)
Role: Fast Response Attack and Defense
Item Type: Bullet Projectile Weapon
Ammunition: 16/3 (shots/reloads)
Projectile: Bullets (shotgun spread)
Damage/Speed: 30 total/Bullet Speed
Cost/Stage: 350cr/2
Description: This is basically a less powerful, more accurate, faster firing shotgun.
**Burst Rifle**
Name: Burst Rifle
Role: Medium Range Target Engagement Rifle
Item Type: Bullet Projectile Weapon
Ammunition: 30/6 (shots/reloads)
Projectile: Bullets (three shot burst)
Damage/Speed: 20 per burst (6.66 per bullet)/Bullet Speed
Cost/Stage: 350cr/1
Description: A more accurate Rifle using a slightly higher caliber than it's smaller
brother. To achieve accuracy, firing has been changed to a series of 3 shot bursts
(bursts being 3 bullets fired from the weapon in quick succession).
Note: Accurate meaning EXTREMELY accurate. There is almost 0 bullet deviation.
****Self Propelled Weapon Concepts****
Idea: Weapons that fire self-propelled seeking and non-seeking missiles.
**FAF HunterKiller**
Name: FAF (Fire And Forget) HunterKiller
Role: Large Target Missile Launch System
Item Type: Missile Launch Platform
Ammunition: 2/2 (shots/reloads)
Projectile: HunterKiller Missile
Damage/Speed: 200 (50 if not main target)/Very Fast
Cost/Stage: 500-700cr/3
Description: The HunterKiller Missile is the peak of Intelligent Missile Technology.
Able to track a target around obstacles, the FAF HunterKiller is the perfect weapon to safely engage fleeing targets
and almost ensure a kill. Quickly locking on to the closest viable enemy target (non-building Aliens, Marauder sized
or larger) in range (about 3 seconds), when fired, the HunterKiller Missile will chase it's target until it senses a
hit, then will detonate inside it's target. If the missile impacts something that is not it's intended target,
it will disarm and not detonate (preventing dangerous shrapnel).
Note: Because of interference, the FAF HunterKiller can not lock on a target while
within a Reactor's Power Field (anywhere humans can build). Because of its S.M.A.R.T technology, if the missile
can not achieve a lock, it will not fire.
(the ultimate anti-"holy crap, the last alien is a tyrant, how do we kill it?" weapon)
*Items*
****Grenades****
Idea: Possible Grenades that could be used in addition to the normal grenade, giving
players the option of mixing up their equipment. All grenades take up that "grenade slot"
in a player's inventory, so a human may never have more than 1 grenade at a time,
regardless of type.
**Flashbang Grenade**
Name: Flashbang
Role: Assault Support
Item Type: Grenade
Ammunition: 1 (acts like a normal grenade in that aspect)
Detonation: Blinding Flash and Loud Noise
Damage/Effect Length: 0 (no damage)/5-15 seconds
Cost/Stage: 200cr/2
Description: The only difference between this grenade and the normal grenade is
the detonation. When detonated, the grenade emits both a "blinding flash" and a
"deafening bang." These effects will blind/deafen/disorient/confuse any player within
range and/or line of sight. Humans wearing Battlesuits and Helmets are immune to this
effect. The grenade's effect will be short-lived with no effect on buildings whatsoever.
Special Effect: After being exposed to a Flashbang, an alien's radar will be
scrambled, resulting in inaccurate dots and perhaps a few non-existent contacts. This
effect will linger a little longer than the basic disorientation, perhaps lasting up to
30 seconds.
**Nerve Agent Grenade**
Name: Nerve Grenade
Role: Area Denial
Item Type: Grenade
Ammunition: 1 (acts like a normal grenade in that aspect)
Detonation: Volumes of Nerve Gas (Basilisk Gas?)
Damage/Effect Length: 15-30 per second of contact (needs testing)/10-30 seconds
Cost/Stage: 300cr/3
Description: The only difference between this grenade and the normal grenade is
the detonation. When detonated, the grenade will begin expelling massive volumes of a
powerful nerve agent ineffective against humans but deadly to aliens. This cloud will
linger for awhile, 10-30 seconds, then dissipate.
Special Effect: This Gas will also be a very thick smoke, and will entirely
block visibility through it.
Note: I have yet to think of a full-proof way to prevent this grenade from being
too powerful a spawn camper, but have a few ideas. Perhaps the gas would be absorbed by
alien structures, and would dissipate faster when near an egg.
**Gravity Grenade**
Name: Grav Grenade
Role: Area Denial/Target Capture
Item Type: Grenade
Ammunition: 1 (acts like a normal grenade in that aspect)
Detonation: Cool flashing lights and a fancy field-like particle effect
(think of the useable teleport in MEEP, kinda like that)
Damage/Effect Length: 0 (no damage)/5-15 seconds
Cost/Stage: 400-600cr/3
Description: The only difference between this grenade and the normal grenade is
the detonation. When detonated, the grenade will emit a shower of particles into the
air. Anything caught in this field, human or alien, will be immediately drawn to the
floor and held there as if trapped by very high gravity (unable to move or change facing).
Note: Because this weapon pulls things to the ground very strongly, humans could
take loads of falling damage if caught in the field while in the air.
**Stimpack**
Name: Stimpack
Role: Performance Enhancer
Item Type: Combat Drug
Ammunition: 1 (takes the place of a grenade, used like medkit)
Effect/Effect Length: Infinite Stamina/5-15 seconds
Cost/Stage: 200cr/2
Description: This item is bought from the armory, but acts like a medkit when
used (plays that familiar med sound followed by a human sigh or something). It gives
the user several seconds (somewhere between 5-15) of infinite stamina.
Note: If this becomes too useful, as an alternate effect, when the drug wears
off, the player loses all his stamina and has to wait for it to return.
*Backpacks*
****Locomotion Utilities****
Idea: Backpacks that could be taken as a substitute to the slow but reliable jetpack.
Used as aids in Movement.
**Jumppack**
Name: Jumppack
Role: Fast Ascension and Escape
Item Type: Backpack
Charges/Uses: Infinite with cooldown of 1-5 seconds
Cost/Stage: 120cr/2
Operation: The user faces in the direction in which he wishes to "jump" and
activates the Jumppack. He is then propelled quickly through the air on a jet of fire.
Description: The Jumppack looks about the same as the Jetpack, but acts very
differently. Instead of the infinite, steady, slow flight of the Jetpack, the Jumppack
delivers a short, fast burst of flight. (think of a pounce, but for humans using rockets)
Note: Though useful, the operator must be sure not to "jump" (fly) too high or risk
suffering fall damage on landing. The force of each jump is always the same, so there is
no charging like with a dragoon's pounce.
**Blinkpack**
Name: Blinkpack
Role: Special tactics and Infiltration
Item Type: Backpack
Charges/Uses: Infinite with cooldown of 1-5 (perhaps longer) seconds
Cost/Stage: 300-500cr/2
Operation: The user faces in the direction he/she wishes to "blink" and activates
the Blinkpack. He/she is then teleported instantaneously through air/players/buildables,
and reappears against the wall originally faced.
Description: The Blinkpack teleports/warps/"blinks" the user in the direction he
is facing. He will continue traveling incorporeally until he would normally impact a wall.
As soon as a wall/obstacle (basically any part of the map that is solid) is reached, he will
reappear. This whole trip is instantaneous.
Note: If the operator "blinks" into a building/player, he/she will be stuck inside
it until he/she can blink out, or until either player or building dies. Yes, this would
be an extremely difficult item to balance/de-glitch, but I'm putting it up here anyway.
Perhaps it would be better to put a maximum distance on the teleport range?
****Miscellaneous Pack Utilities****
**Ammo Pack**
Name: Ammopack
Role: Ammunition Logistics Support
Item Type: Backpack
Charges/Uses: Holds additional clips/ammo for bullets weapons.
Cost/Stage: 150cr/2
Description: The Ammopack can be bought from the armory like the battery pack.
Depending on the bullet weapon being used, it will supply ammo for it.
*Clip-using Weapons: Player carries 1.5x as many clips (rounded down) as normally carried.
(7x.5=3.5 rounded down= +3 clips rifle = rifleman carries 10 clips including base clip)
(4x.5=2= +2 clips for shotty = shotgunner carries 6 clips including base clip)
*Belt-Fed Weapons: Player carries 1.5x as much ammo (rounded down) as normally carried.
(300x.5=150 +150 bullets chain = chaingunner carries 450 rounds)
**Forcefield Pack**
Name: Forcefield
Role: Personal Ordinance Protection
Item Type: Backpack
Charges/Uses: A permanent bubble-like shield
Cost/Stage: 200-400cr/2
Description: The Forcefield is always on and builds a small, personal bubble
around the user. This bubble will deflect/defeat any high-speed/energy projectile
that encounters it, be it Advanced Dragoon Snipe Barb, Advanced Marauder Zap, or any human
gun. This means that whoever is equiped with a Forcefield will take no damage from
projectiles fired at him, from friend or foe.
Note: This would be especially useful on servers that have Friendly Fire activated.
It would also be useful for builders, because they could jump in the way of enemy snipes
and protect their base from damage. A Lucyjumper would take no damage from his own gun.
A friendly grenade would not harm a forcefielded human, etc. It's a forcefield, be creative.
BTW, IT DOES NOT PROECT YOU FROM MELEE ATTACKS. A tyrant/dretch/dragoon/marauder/psaw can and
will still eat you given the chance.
**Napalm Charge**
Name: Napalm Charge
Role: Anti-base Explosive
Item Type: Backpack
Charges/Uses: 1 (using it destroys it)
Detonation: Flaming Liquid flying in all directions
Damage/Effect Length: 50-1 per second/20 seconds (decreases every second)
Cost/Stage: 400+cr/3
Description: The Napalm Charge is an anti-base weapon worn on a human's back. When used,
the backpack is dropped on the ground (the human is no longer wearing it). After a short fuse,
the Napalm Charge detonates in a shower of fire. It has a large radius and anything that comes in
contact with the flames as the bomb explodes will suffer from the napalm burning for 20 seconds.
*Helmets*
Idea: Alternate headgear to wear instead of normal Helmet
**Targeting Helmet**
Name: Targeting Helmet
Role: Accuracy Aid
Item Type: Helmet
Cost/Stage: 150cr/2 (was 90cr)
Description: The Targeting Helmet offers the same protection as a normal helmet, but
the radar has been replaced with a Targeting Array. The array works by outlining all visible
player/building models in a blue or red outline. Blue for friendly, Red for enemy. It also
displays a horizontal vertical bar to the right of the target that indicates how much health
the target has left.
Note: I was thinking that a further, cool effect would be to list what type of target
is being outlined, and include the player's name as well. So, you could see the name of the
alien you are trying to kill.
*Suits/Armors*
****Suits****
Idea: Alternates to the Battlesuit.
**Stealth Suit**
Name: Stealthsuit
Role: Protective Stealth Armor
Item Type: Suit
Cost/Stage: 400cr/3
Description: This is a jet-black battlesuit that is smaller and less well armored than
the standard Battlesuit, only offering the protection provided by Light Armor + Helmet.
Special Effects:
*Offers the same protection as if wearing a Helmet + Light Armor.
*When not firing a weapon, the Stealthsuit does not appear on alien radar.
*The Stealthsuit is able to crouch, and must do so if it wishes to be more accurate with the
chaingun.
*The Stealthsuit moves faster and more quietly than a normal human/battlesuit even when jumping.
*The Stealthsuit always counts as sprinting, but doesn't lose stamina for it.
Note: You can't purchase backpacks or helmets when wearing the Stealthsuit. (suit, duh)
**Phase Suit**
Name: Phase Suit
Role: Prototype Defensive Armor
Item Type: Suit
Cost/Stage: 700cr/3
Description: The Phase Suit utilizes latest generation of Phase Technology (defense by evasion tech).
Looking like a standard Battlesuit (red in color though) these prototypes have the ability to "phase" when struck.
Sadly, this technology is still in it's infancy and is not quite reliable yet.
Special Effects: This Phasing ability is randomly triggered when the Phase Suit is struck with
considerable force (a tyrant slash). When hit by a heavy blow, there is a 35% chance that the blow
will pass right through the suit as it "phases" out of harm's way (the suit actually becomes
transparent and incorporeal for a short time) and the blow will not hit.
Buildings
****Defensive Structures****
Idea: Alternate defensive structures to augment base defense or aid in attacking.
**Ceiling Turret**
Name: Ceiling Turret
Role: Base Defense
Cost/Stage: 12bp/2 (was 8bp)
Description: This turret is exactly the same as a normal turret, but is built upside down
on the ceiling.
**Anti-Gravity Lift**
Name: Anti-Gravity Lift
Role: Base Defense and Movement Aid
Cost/Stage: 10bp/1
Description: The Lift Platform is a large Anti-Gravity plate that activates when stood
on. It will then lift up from the ground, and go as high as it can until there are 100 units of
space (a tyrant is 94 units tall) above it (to a maximum height of 372 units). This platform is
good for getting to high places (that hiding dretch when humans only have S1) and make some bases
possible (elevator room in karith).
**Repeater Bomb**
Name: Repeater Bomb
Role: Plain Sight Trap
Cost/Stage: 4bp/3
Description: A fake repeater that does not power things, but instead will blow up
whenever it is struck, resulting in massive damage to any nearby creature.
(think buildable, more powerful grenade)
History: Having found that the Aliens have learned to identify and destroy repeaters
on the battlefield (in order to funlily a forward base's defenses) some especially crazy human
decided he would try to teach them a lesson. Everyone knows that tampering with a power converter
is highly dangerous, but the potential rewards outweigh the risks.
*************************************************************************************************
Aliens
Evolves
**OverGranger TYPE A**
Name: OverGranger
Role: Builder
Cost/Stage: 0evo/3
Health: 75
Wallwalk?: Yes
Description: A Granger with the added ability of flight provided by gasses stored within
the abdomen. To fly, the OverGranger simply jumps repeatedly, and like a blimp, will float
through the air, aiding in escape and evasion of attackers.
Note: Think of this flying ability to act like Kirby's. Why Kirby's you ask? Because
Kirby's flying fits well with the Granger personality... and it's hilarious.
**OverGranger TYPE B**
Name: OverGranger
Role: Builder
Cost/Stage: 0evo/3
Health: 75
Wallwalk?: Yes
Description: This granger is host to a hive of bees, just like the Hive building. Whenever a Human gets too
close, the bees will swarm it in an attempt to protect their host. This effectively turns
the OverGranger into a walking Hive.
**Stealth Basilisk**
Name: Stealth Basilisk (was OverBasilisk)
Role: Stealth Assassin
Cost/Stage: 3evo/3
Health: 100
Wallwalk?: Yes
Description: The OverBasilisk is the ultimate Stealth Assassin. It is faster, quieter,
and more vicious than the Advanced Basilisk, and does not appear on Helmet radar.
**Thudbug**
Name: Thudbug
Role: Ambush Predator and Base Defense
Cost/Stage: 3evo/2
Health: 200 (Bullets only do .75 normal damage)
Wallwalk?: No
Damage Main/Secondary: Same as Marauder/75 to naked human body + large knockback (charge attack)
Description: The Thudbug looks like a large, brown-grey Marauder with a super-dense
plate on its head. Because of this heavy plate, the Thudbug is unable to move very quickly (or walljump), but makes up
for this "defect" with a very powerful Head-butt attack (charged using second trigger). The Head-butt does large amounts
of damage, and will send its victim flying. Because of all its armor plating, the Thudbug has a natural resistance to
Bullet weapons, and will take only 3/4 damage from them. (chainsuits beware)
History: A wayward strain of the Marauder family, the Thudbug is a rare case of breeding a successful attack-
creature by accident. Originally designed to smash hard rocks in tunnels and break down bulkheads, the Thudbug became
a "smash hit" when a few specimens, surrounded by armed humans, managed to knock out or kill most of their assailants
and escape.
**Triskelion**
Name: Triskelion
Role: Battlesuit Counter
Cost/Stage: 4evo/2
Health: 175
Wallwalk?: No
Damage Main/Secondary: Same as Dragoon/30 per splash
Description: The Triskelion's basic attack is nothing special (as strong as a Marauder)
but also possesses an amazing special attack. The Triskelion has, in effect, a large Acid Tube on its back. Using this
built-in Acid Tube, it can spray a deadly cone of corrosive acid. Special enzymes and bacteria within the acid excel
at breaking down inorganic fiber, meaning that the Triskelion's acid does the same damage to all humans, regardless of
protection (eats right through the armor).
History: Rarely seen until Battlesuit Technology became more widespread, the Triskelion has become a common sight
on the battlefield. Looking like a thin, spiny, long-legged spider, the Triskelion sports what many soldiers are calling the "Acid Bath."
This acid has been found to be extremely volatile, and many clean-up crews refuse to clean areas a Triskelion had splashed.
(you would too if your expensive equipment/suit got melted)
**Killipede**
Name: Killipede
Role: Multiple Target Ambush
Cost/Stage: 1evo/1
Health: 50
Wallwalk?: Yes
Damage Main/Secondary: Attacks as a dretch (automatic attacking) 360 degrees
Description: This Alien is kinda odd. It is long, thin, short and covered in spines. Like the dretch,
it attacks automatically, but unlike the dretch, it attacks in all directions simultaneously.
Note: This Alien is special in that it's hitbox is actually multiple hitboxes strung along.
Think of it like a snake, with 1 small hitbox behind the other. I don't know if this is possible, but if it is, that
is what the Killipede would be made of.
**Juggernaut**
Name: Juggernaut
Role: Damage Soak
Cost/Stage: 9evo/3
Health: 2000
Wallwalk?: No
Damage Main/Secondary: A charging "Devour" attack (instant kill, does not kill buildings)
Description: This loathsome creature is the largest alien ever encountered. Though filling the same
dimensions of a tyrant, the Juggernaut is far more dense. A veritable powerhouse, but offset by it's extremely slow
speed. The Juggernaut is so slow, that regular grangers can outrun it, much less a human (a very scared human).
In order to compensate for this defect, the Juggernaut exudes it's own creep (much like an egg) which
alien buildings may be built on, and can slow nearby humans down.
Special Attack: The Juggernaut's mouth is so large, that it has been known to swallow men whole.
Even the powerful Battlesuit is no match for this titan's appetite. If the Juggernaut hits with it's charged
"devour" attack (it's only attack, thankfully) it will swallow it's target whole. Period. It's dead.
Note: Luckily, the Juggernaut does not like the taste of buildings, but has found that Battlesuits
are crunchy with a soft, tasty filling.
Buildings
**Stealth Hovel**
Name: Stealth Hovel
Role: Granger Defense
Cost/Stage: 0bp/3
Description: This Hovel is an advanced version of the regular thing. Unlike the normal
Hovel, the Stealth Hovel can be built on the ceiling and walls. Also, it and any Granger within
it do not appear on the Humans' Helmet radar.
**Tangle Vines**
Name: Tangle Pod
Role: Area Denial
Cost/Stage: 5bp/3
Description: Tangle Vines are built on the ceiling. In between each Tangle Pod, a hanging
wall of Tangle Vines grows. This wall hangs almost to the floor, and only allows aliens to pass
through freely. All humans that try to pass through the vines will become entangled and will not
be able to pass through the vine. As an added effect, no human projectile can pass through the
Tangle Vines, but damage the vine instead.
Note: Tangle Vines will grow between one Tangle Pod and the closest Tangle Pod within line
of sight. This means strings of Tangle Pods connected with Tangle Vines could be erected throughout
the alien base, or wherever the Vines are being used. (think hedge maze/barriers)
**Advanced Trapper**
Name: Advanced Trapper
Role: Area Denial
Cost/Stage: 10bp/3
Description: An advanced trapper with more HP. Will not appear on Helmet Radar.
**Decoy Egg**
Name: Decoy Egg
Role: Confuse and Distract
Cost/Stage: 4bp/2
Description: The Decoy Egg was developed to distract the odd lone Painsaw toting Human while the vulnerable granger
escapes. Able to be built away from creep (but creating none of it's own) this egg looks and behaves the same way as a
normal egg when hit. Of course, it can not spawn aliens, but being very cheep on BP and growing very fast, the Decoy Egg
is just what a scared Granger needs in a pinch.
Note: Decoy Eggs are so simple and easy to control, that they can be grown even when there is no Overmind.
Of course, it still takes build points (the om picks up the slack when it is regrown).
**Zap Pod**
Name: Zap Pod
Role: Base Defense
Cost/Stage: 10bp/3
Description: This defensive structure uses the same Zapping mechanism that Advanced
Marauders use. Whenever a human gets close, it will begin zapping him until dead or out of range.
Note: This can be built upside down.
**Egg Trap**
Name: Egg Trap (aka, SawBane)
Role: Offensive Disruptor
Cost/Stage: 8bp/3
Description: The Egg Trap is a trap the aliens have created in response to the Human's use of the Painsaw.
Inside the shell of this fake Egg is a noxious, gas-emitting trap that will incapacitate any humans
foolish enough to get too close to it. These humans are then easy prey for any alien who happens to be nearby.