Plants VS Zombies Military Version
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this was really inspired by @Proyecto Martinez's
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101 entries · scan depth 2 · budget 10,000 tokens · recursive scanning off
In a world, in the time 2082, a zombie apocalypse broke out, leading to the formation of the Zombie Legion led by Emperor Zomboss, luckily a force rose to protect humanity from the undead, the P.L.A.N.T. Army led by Commander David.
Book settings
- #1Combat Forms
Enabled · After character · Order 10 · 100%
Entry settings
Although they are basic, do not underestimate them, they have the ability to use melee weapons, claws, or mutations to get to the guts they desire, though they appear in a variety of clothes, it seems a browncoat, suit shirt and red tie, and blue jeans with brown shoes are common among the hoards. they're the most common Zombies to see in the zombie infected world. they're predictable in small numbers, but unpredictable in large hordes. they also charge at any sign of living beings, especially PLANT Army units.
- #2Alphas
Enabled · After character · Order 10 · 100%
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Often the controllers of entire hoards, they sport the same clothes as the Combat Zombies, but with some sort of spiked bones protruding out of them, as well as a skull mask, they often have at least one or two red flags impaled in them. their red flags are the markers of zombie territory as well. they appear to be some of the smartest Zombies too, as they just observe any PLANT units to learn their abilities. they may seem confused when a PLANT Army squad seems disproportionate or strange, like a team of all Lethal class PLANTs or a team with no Support or Defense class PLANTs.
- #3Sentinels
Enabled · After character · Order 10 · 100%
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These Zombies instead sport what appears to be armor made out of an orange bioplastic, akin to traffic cones, allowing them to withstand 25% more damage compared to the Combats. they also sport a helmet with a three dotted front, possibly a visor of sorts. and they can fire accurate shots from wrist mounted blasters that use ULT spear handles as ammunition. when they are targeting, their helmets emit a red laser light. they typically try to stay at mid-to-long ranges to fully utilize their capabilities.
- #4Athletes
Enabled · After character · Order 10 · 100%
Entry settings
These Zombies seem to sport what seems to be a sports uniform, possibly a student or professional athlete. the mutations these zombies underwent stretched out their limbs, making them 7 ft on average, they climb on walls, and pounce onto targets, they also utilize a pole from a pole vaulter that has been turned into a spear. despite not wearing armor, they are just as tough as the Zombie Sentinels. when not engaged in combat, they will slouch, making them appear to be around 5'8.
- #5Battleships
Enabled · After character · Order 10 · 100%
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These Zombies wear full metal armor, they are obviously tougher than most zombies. they can withstand 50% more damage compared to Zombie Sentinels, and by extension, 75% more damage than Combat Forms. their helmet has a glass visor. they also have a Heavy Iron Mallet that can be used to crush or impale targets depending on how the zombie wants to swing it. it is not uncommon to see blood stains around the armor or mallet. they also appear to be more mentally resilient (if you can say that), as they do not flinch when bullets hit their armor unlike the Sentinels.
- #6Red Souls
Enabled · After character · Order 10 · 100%
Entry settings
These normally passive Zombies can shift almost instantly. they wear a normal suit. they're found normally just walking around while reading a newspaper… however, if a PLANT unit decides to destroy this newspaper, they're in for a reckoning, the liquid tubes on the Red Soul's back will become unstable due to anger, causing the "Red Rage" fluid to flood into the Red Soul's body, making them more faster, ruthless, and by far more terrifying. in short, they put little to no effort in combat normally, but they'll begin tearing PLANTs to shreds if their newspaper is destroyed. During this state, the Red Soul will ignore or try to tear through any PLANT that tries to stop it from pursueing the offender.
- #7Elite Squires
Enabled · After character · Order 10 · 100%
Entry settings
These zombies come armed with a shield, they sport moderately strong armor, often with the shield bolted to their left arm. their shield can expand to shield more zombies. the shield itself is made of metal and bullet proof glass with an extending mechanism in it. the shield can be planted onto the ground, however, it needs to be removed manually. they also seem to have a robotic right arm a majority of the time.
- #8Skimmers
Enabled · After character · Order 10 · 100%
Entry settings
these former football jocks are now stronger and faster than they ever could be when they were alive. with the mutation making their bodies more durable and more muscular, as well as sharp and thick protruding spines on either left or right arms that can sharped to become a weapon or harden to become a shield. they sport football gear, obviously, but their HP is on par with Battleships. when the PLANT units see more than two of these guys on the field, they often know they're in for a hard time. They also show no sign of decay and their skin can resist the sharp blade of a combat knife.
- #9Viewers
Enabled · After character · Order 10 · 100%
Entry settings
These strange zombies seemingly pulled from the 1980s due to their attire are not a joke. they often wear a blue suit shirt with a white collar, white jeans, brown shoes with thick silver soles, a gold necklaces, and gold glasses with purple lenses. though they have been classified by higher ranking PLANT members in the research division as "Support" zombies, their Luminous Energy fabric bags glow in disco-like colors, making up a whopping 30% of their bodies. their LEF bags can generate blurry lights and can produce sound waves that can be classified as "disco music" to attract or summon Subject RX-12s. they seem to be one of the two only Zombies that don't listen to the Alphas. the light of the Viewers can also stun PLANT units who look at it while the Viewer calls/summons Subject RX-12s, akin to that of a flash bang's effects.
- #10Subject RX-12s
Enabled · After character · Order 10 · 100%
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these zombies follow the same aesthetic as the Viewer, but they instead sport pink shirts, brown jeans, and green shoes. but their mutations come in the form of one of their hands being turned into a blunt weapon. their arm with the weapon will glow, as well as a glow coming from their hearts, and their left eyes. they are only known to show up whenever a Viewer is around. they are one of the two only Zombies that don't listen to the Alphas.
- #11Drowneds
Enabled · After character · Order 10 · 100%
Entry settings
These zombies are essentially the Zombies if they drowned in waters, particularly in flooded cities, in sewers, in the ocean. they sport a rubber ducky tube and their suits have been torn, with some vines or kelp sticking onto them. they come in four variants, the Combat Drowned, the Drowned Sentinels, the Drowned Battleships, and the Alpha Drowned.
- #12Divers
Enabled · After character · Order 10 · 100%
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These zombies are trained for underwater missions. they sport standard swimming gear, such as goggles (albeit, the visor shattered), a rebreather, and swimming fins. they have a KR117 Water Operations Submachine Gun mounted on their wrist. they have recently been classified as "Recon" units of the Zombie Legion by the PLANT Research Division.
- #13Frosters
Enabled · After character · Order 10 · 100%
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These vehicles of the Zombie Legion prove that they certainly aren't just mindless corpses. they are carriers that ride across the ground. appearing to be inspired by the designs of the zambonis, with spikes on the front and a Z on the sides. they can crush PLANTs with ease and can withstand any attacks they throw at them. with Ice Generators on the bottom of each Froster, leaving a crystallized trail behind them. they also are heavy cargo vehicles that can carry other Zombies in them. with two doors on the left and right sides of the Froster, a large passenger area in front, and the driver's compartment in back.
- #14Blue Wolves
Enabled · After character · Order 10 · 100%
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these Zombies are the drivers of the Frosters are specially trained in operating said vehicles. in the event of a PLANT infiltrating the Froster, they are agile and can handle themselves in combat. though they may need assistance in worst case scenarios. they don light-weight armor and wear a red beanie, blue jacket, black t-shirt, blue jeans, and white boots.
- #15Blood Sleds
Enabled · After character · Order 10 · 100%
Entry settings
these transport vehicles have the sole purpose of carrying the riders into battle, they only are able to ride on the ice trail left behind by Frosters or in the snow of the environment depending on where they are deployed. they are mainly red with white top, white modified tank tracks that can roll on snow or ice. they also have the white text on the lower back left of the vehicle that says "BRAINZ OR BUST", which appears to have been written their by the riders.
- #16Crimson Assassins
Enabled · After character · Order 10 · 100%
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light infantry equipped with red skin-tight suits, red light-weight armor, and yellow snow goggles. they are the infantry that are in the Blood Sleds. they're also equipped with glock-19s that have silencers as well as flash bang grenades, they're usually seen in groups of four to six. they are typically deployed to carry out missions that involve capturing or neutralizing HVTs. they also speak English in a low, gravelly voice so that they can communicate wtih each other more efficiently. shouting phrases such as "SNIPER ON THE ROOF" or "HOSTILE, TEN O'CLOCK, ENGAGE COUNTER MANEUVERS", or "DIE, PLANT SCUM!"
- #17Breakers
Enabled · After character · Order 10 · 100%
Entry settings
these zombies are highly lethal in the aquatic areas of the zombie infested world. although they sport just a torn skin-tight swimsuit, that just makes them fast. they ride on top of genetically mutated dolphins. they also seem to have blue-ish grey skin rather than green like most other Zombies. likely as a side-effect of spending so much time underwater.
- #18GMDs
Enabled · After character · Order 10 · 100%
Entry settings
the demonic beasts that the Breakers ride on. with sharp teeth, enhanced eyes, they resemble sharks more than dolphins, they can attack a victim that has fallen into the water, brutally and quickly. rumors say that if you spend a specific amount of time near water, or if you stand near water at a specific time, you can hear the pained screams of PLANT Units that had their lives taken by GMDs.
- #19Maniacs
Enabled · After character · Order 10 · 100%
Entry settings
former asylum prisoners now turned zombies. they don some standard asylum jacket with straps. their heart has been replaced by a jack-in-the-box that has a bomb that uses the compounds of the Doom-Shroom compound used by the Lethal Cleaning Agent PLANTs, which can quickly kill anything around it once the clock stops ticking. they have bandages holding their head together, suggesting that the trigger mechanism was just placed and primitively connected to their heads, and a razor sharp set of teeth. they don't seem to be able to see, but they can hear even the slightest sound from a PLANT Unit. it has been advised if a PLANT unit hears "pop-goes-the-weasel", they should stay calm and try to narrow the source of the music, and try to eliminate the Maniac swiftly and carefully.
- #20Scavengers
Enabled · After character · Order 10 · 100%
Entry settings
these zombies have been cut in two, they sport a red helmet, and a drone that has a rotating blade that's been bolted into the Scavenger's spine that allows them to fly, they often hunt in "packs" or "flocks" (depending on who you ask) and will mercilessly kill their targets by outnumbering them and dragging the target into the air to be killed… or eaten… or maybe both.
- #21Locators
Enabled · After character · Order 10 · 100%
Entry settings
the same as the Scavengers, but with jets, a more advanced helmet, and light machine guns bolted to their wrists. the helmet will emit a red glow when targeting and a dim blue glow when idle. recent knowledge from the PLANT Research Division shows that the red glow of the Locators' helmets emit a signal to nearby HUD of the Sentinels, the systems of Frosters, and the HUD of the Crimson Assassins. the Research Division surprisingly weren't surprised by this, since the Locators are called Locators and because Sentinels and Frosters often show up shortly after Locators start attacking.
- #22Green Moles
Enabled · After character · Order 10 · 100%
Entry settings
these zombies seem to have been pulled directly from mining facilities. they wear blue overalls, brown boots, red shirts, and a standard white mining helmet. they have a pickaxe that seems to be growing out of their right arm, seemingly used as a weapon, they also have a mining grade drill embedded into their left arm. they will dig underground, past PLANT defenses, and will impale whatever unlucky bastard is waiting on the other side, absolutely obliterating the guts of the attacked PLANT, screams of pain heard the whole time. despite them seeming to have no sense of sight, they can see near perfectly while underground, likely by using the vibrations of the Earth to move towards their target(s).
- #23Macabre Jumpers
Enabled · After character · Order 10 · 100%
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these Zombies are the bouncers the PLANTs want to watch out for. they're equipped with light-weight armor, making full use of their agility. they jump around on Pogo-Jumpers EXE-02 specially modified for close-to-mid range combat. the spring of the Pogo-Jumpers EXE-02 are integrated with energy reactors capable of generating shockwaves, providing them with a tactical advantage in battle. they release a large amount of energy upon impact with the ground, this results in a small explosion powerful enough to damage PLANTs that are close to them. the energy reactors of the Pogo-Jumpers EXE-02 seem to have been reverse engineered from the reactors of the Exo-Soldier PLANTs, as theorized by the PLANT Research Division.
- #24Fangs
Enabled · After character · Order 10 · 100%
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these tall, white fur robots are the result of an experiment going terribly wrong in the PLANT Research Outpost in Antarctica. they have the ability to manipulate ice, creating weapons and projectiles. they are rarely seen at all, only appearing during intense thunderstorms or blizzards. once they take damage from a PLANT, they begin their retreat off to whatever hole they were hiding in.
"Zombies that were used in experiments to recreate the Yeti and use them as guardians to protect Installation 02 in Antarctica, however everything got out of control..."
- #25Knots
Enabled · After character · Order 10 · 100%
Entry settings
these zombies seem to be dangling from the tips of skyscrapers of fallen cities or atop cliffs and such. their waists and legs are missing, revealing their spinal cords and intestines. their rib cages seen to be biomechanical, as they use these rib cages to grab their victims and drag them off to the highest point of the building they can carry the victim to to either drop or eat them. as seen in footage from PLANT Units, the Knots will give off a bright yellow glow from their eyes when they are about to attack.
- #26Battle Climbers
Enabled · After character · Order 10 · 100%
Entry settings
these Zombies assist fellow Zombies by carrying a ladder around. they don a plaid shirt, jeans with light armor on the calves, and shins, the armor on their calves particularly hold tools you'd only see an engineer use, as well as brown engineer boots. they carry portable ladders that are made with durable materials, able to act as both a shield and a weapon. the innovative design allows these ladders to be used as weapons via a trigger on the handle of them, making the Battle Climbers a versatile unit in close range situations. the ladders are intended to be used to scale tall buildings and give an advantage to the ranged Zombies, particularly the Zombie Sentinels and the Crimson Assassins.
- #27Ballistic Catapults
Enabled · After character · Order 10 · 100%
Entry settings
these artillery machines are designed to be a bane to far off PLANTs. four-wheeled machinery, brown with an ammo box in the back, the ammo being modified bowling balls that have fuel bombs inside of them, dealing heavy damage to the surrounding area of the impact. once depleted of ammo, their operators abandon the Ballistic Catapult and begin their move to try and kill surviving PLANTs.
- #28Brutuses/Bruti
Enabled · After character · Order 10 · 100%
Entry settings
these Zombies are equipped with a one-piece blue suit wth their intestines literally hanging out of their left side, all they have is a black armor plate on their left shoulder, a single goggle on their right eye, as both eyes are missing. and a bowling ball with spikes on the right arm. they are essentially best described as tanks without armor. specially trained in operating the Ballistic Catapults, known not only for their ferocity, but their ruthlessness and strength, but as well as their slow speed.
- #29Kolossus
Enabled · After character · Order 10 · 100%
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these Zombies, if they even are still human, seem to be the giants of the battlefield. they're hulking giants standing at over 15 ft tall. they often carry a telephone pole as a weapon, using it to crush PLANTs and also emit electricity to shock PLANTs in the vicinity of the impact. they seem to have a Tick on their back mounting the turret their, the turret seems to fire explosive rounds. they can easily take on a whole group of PLANTs.
- #30Ticks
Enabled · After character · Order 10 · 100%
Entry settings
"It seems even children weren't safe from the apocalypse." these zombies seem to be small kids, tragic, about the height of average children, ranging from 3'7 to 4'9. they have the ability to use weapons unlike the standard Combat Zombies, but they suck with them. they usually hunt in groups ranging from 5 to 20. if you hear what sounds like a kid in a dark area; ignore it, it is most definitely a Tick trying to lure you into their trap. PLANT Units have been advised that if they see one on the field wielding a gun, just take it out and make sure that it doesn't use too much ammo, it's not like it's good at aiming anyways.
- #31The Claimers
Enabled · After character · Order 10 · 100%
Entry settings
these robots are developed by Zombies?! yes, that seems to be the case. they are standing at 9 ft in height, they also utilize Wrecker123 Heavy Shotguns, which can fire either molten shells or subzero shells. it's safe to say that it will take lots of firepower to even dent one of these things. it's really rare to see one on the battlefield, but intel reports state they do exist.
- #32Hell Spawns
Enabled · After character · Order 10 · 100%
Entry settings
yeah, this is just the Kolossus but STRONGER. these Kolossus were implanted with the Red Rage fluid used by the Red Souls, and it created the monster of monsters. their weapon has been infused into their arm, becoming a part of their body. they now have spikes and red fluid boils protruding from their arms, chest, and legs. their skull is now partially showing, and they now have razor sharp teeth and glowing red eyed
"Variants of the Kolossus but with greater mutations due to the Red Rage fluid making them more dangerous and devastating, but losing all reasoning and control."
- #33Spankers
Enabled · After character · Order 10 · 100%
Entry settings
these ones are basically stronger Skimmers. they are highly resistant zombies that don black football gear, they have glowing red eyes and glowing red spikes protruding out of both their forearms. their right shoulder pad seems to have the skull of an animal on it. they stand at an average of 7'4 ft, definitely taller compared to the Skimmers being 6'5 ft on average. they also are reserved for very important missions on the Zombie Legion's side. Spankers also seem to be just as smart, if not, smarter than Alphas, being able to communicate in a perfect deep English voice, but rarely ever speaking, they also utilize the environment when they're in combat, as well as, as described by a Special Operations Soldier PLANT Unit, "Fast as fuck adaptablity."
"Variants of the Skimmers with mutations that improved their skills and resistance in combat, being one of the most lethal when deployed on the field."
- #34Hives
Enabled · After character · Order 10 · 100%
Entry settings
these gravestones aren't gravestones for deceased loved ones anymore, they are now the Hives of the units of the Zombie Legion. from what the PLANTs were able to see, underground are tunnels filled with Zombies and they crawl out of the red glowing cracks near the Hives.
- #35ZomboTitan
Enabled · After character · Order 10 · 100%
Entry settings
This absolute GIANT of a mech is piloted by the boss of the Zombies. standing at over 50 ft tall, it bears resembles to the Claimer mechs. having black feet resembling boots, blue legs resembling jeans, and a brown torso resembling a shirt, as well as feldgrau arms and head. the hands also have the ability to deploy Knots to snatch up PLANTs. the inside of the head is where the pilot himself is, and where the controls for the whole mech are. based on what a Night Stalker PLANT's UAV was able to see, Emperor Zomboss just stands in the center of the head, and four screens on the left and right, as well as three in the center in front of him. the ZomboTitan has the Duster05 integrated on the right forearm of the mech, which fires a laser of flames, which increases in temp each time it's shot, only resetting after a minute of not shooting, however, the fire only lasts a short amount of time after impact. it also has a short range Gravity Cannon integrated onto the back of the mech that can be used to push or knock back PLANTs. the head of the ZomboTitan has a Protocol of the Purge activation key, in which a firing mechanism in the mouth opens and is activated. this firing mechanism utilizes a particle rewinder that's integrated into the mouth. each shot usually takes about sixty minutes to recharge. it has two firing modes, one, create an ice sphere that can quickly freeze any object or PLANT nearby. or two, launch fireball that leaves a trail of fire in its wake. only two PLANTs can counter these two attacks, a group of fifteen Crystallizers or fifteen Burners.
- #36Giant Spears Infantry Soldiers
Enabled · After character · Order 10 · 100%
Entry settings
these are the backbone of the PLANTs, they're equiped with basic green armor, a green gas mask, and a Desert Eagle 102 with the "Spear Giants" camo, it holds six bullets at a time that give a light explosion upon making contact with the target. they were among the first PLANT units to be deployed when the Zombie Legion's attack first begun.
- #37Infected GSIS
Enabled · After character · Order 10 · 100%
Entry settings
These former soldiers now wander among the hoards of undead, they retain their weapon, but their skills with it have degraded upon being infected. their smell, sight, and hearing is also now 10x better than when they were alive. their armor is all busted and bloodied, a hole in their left forearm, their helmet, and the left side of their waist.
Cause of death: a shot to the eye and heart via the ULT spears from a Zombie Sentinel. Cause of infection: a Combat Zombie discovering the corpse and biting into the hand and arm.
- #38Sunflowers Infantry Support
Enabled · After character · Order 10 · 100%
Entry settings
these are the main support infantry on the field. they are equipped with light armor that's brown and yellow, with a green jumpsuit underneath. their support toolkit comes with a radio, a flare gun, and a medkit. they also have a light SMG and pistol, can't have a defenseless support unit. they can call down a Sunbathe Support Box that often has weapons, ammo, supplies such as food and water, as well as medical supplies.
- #39Elite Soldier Specialist in Explosives
Enabled · After character · Order 10 · 100%
Entry settings
these PLANTs are the explosive ones in the army's forces. they don heavy armor with red as the primary color with green as the secondary color. they have yellow "line" visors on their helmet, looking at their right shoulder pad, it seems they wear the visor of a fallen ESSE ally. they have a grenade launcher integrated into their left forearm that fires Double Grenades with the "Exlosive Cherry" camo.
it can also be noted that most ESSE have rather stoic personalities compared to other PLANTs, most likely because of the death of the fallen ESSE ally whose visor they wear on their right shoulder pad.
- #40Cover and Support Soldiers
Enabled · After character · Order 10 · 100%
Entry settings
These PLANTs don't have a weapon with them, instead, they purposefully put themselves in front of fellow PLANTs to act as a shield. their full suit armor utilizes Ultra Strong fiber and Kevlar fabric integrated both inside and outside of the suit, they also have Nut Model Armor provide resistance to shells and bullets, further strengthened by an energy shielding that emits a red hexogonal glow when taking damage. they almost always wear a smile on their face and are generally optimistic and supportive to fellow PLANTs. even in harsh times, even when shedding tears from pain, CSS units will try to smile through it.
- #41Infected CSS
Enabled · After character · Order 10 · 100%
Entry settings
these unfortunate guardians of happiness were infected and now walk in the hoards of Zombies. their instincts when they were alive cause them to provide protection for the Zombies instead now. their armor is now constantly flaring with receiving damage, making their armor somehow stronger than uninfected CSS, they have a hole in their visor and their left arm is ripped off, and spikes protruding from their right bicep.
Cause of death: Trying to protect fellow PLANTs from the wrath of a Kolossus.
Cause of infection: body being found by Locators and subsequently infected by said Locators.
- #42Soldier Specialist in Mines
Enabled · After character · Order 10 · 100%
Entry settings
these PLANTs are trap masters, they set up mines in Zombie territory or in defensive points, and get out of there easily. they wear sand colored cloaks and a mask. they have RM12 Mines with the "Sand Potato" camo that set off either remotely or when a Zombie steps close to them. the mines themselves will drop fragment projectiles upon explosion and have the power to blow up a ten wheel truck.
- #43Cold Shell Soldiers
Enabled · After character · Order 10 · 100%
Entry settings
these GSIS (Giant Spear Infantry Soldier) variants are the "cooler GSIS"… that's a joke, but yeah. they are armed with ice resistant cold blue armor that seems to have ice shards coming out of the back of their armor. their weapon is the Frost175 gun that is so dangerous, that anyone aside from the Cold Shells will freeze if they hold it. an energy capsule is integrated into the gun, providing power to each shot. more than five shots will freeze the target.
- #44Spinal Hunters
Enabled · After character · Order 10 · 100%
Entry settings
these PLANTs are humans (if they can still be called that) that underwent extensive experimentation. they can eat Zombies... without getting sick? yeah... okay. they apparently have purple skin with stiches and such and outlets on their shoulders for some reason. they are equipped with purple armor with green as the secondary color, they have spines on the shoulder pads, forearms, and hood of their armor. their hood has a crushing force of 1,100 psi. and they're also equipped with bear traps with the "Carnivorous Plant" camo... that's... about everything i know about em.
about their personality... um... they're kind of cold and ruthless, absolutely merciless, near expressionless, they see about any zombie as a target, nothing more, regardless of that zombie's backstory, like the infected forms of the GSIS and CSS, whereas most other PLANT soldiers would hesitate to kill an infected GSIS or CSS
Spinal Hunter Subjects #001, #002, #003, and #004, the originals, also were successful in defending Research Facility 5B, where they were "born", and as expected, they didn't even have armor made for them since the Spinal Hunter Program wasn't that well known among PLANT Army ranks, from an outbreak of the Zombies that were kept in containment for study
- #45Special Operations Soldiers
Enabled · After character · Order 10 · 100%
Entry settings
these GSIS variants are essentially recon units. they wear a lighter variant of the GSIS armor, with no shoulder pads, less torso armor, and less leg armor. they have a Famas-R200 Burst Rifle and a magazine that holds 20 bullets. the rifle itself fires at a relatively fast rate and it also has little bullet spread and light recoil. Many, if not, all SOSs are former GSISs that were promoted and underwent more training to get used to the armor and weapons.
- #46Night Operations Marines
Enabled · After character · Order 10 · 100%
Entry settings
these recon units are specially trained to operate at night. with light armor but still covers their body for both warmth and protection. they have a purple mushroom-like helmet and night vision binoculars equipped on it. a heavy double barrel shotgun that uses acid shells made using Nebula Energy, these shells are also stowed on the chestplate and the wristpads of the NOMs, making for ready-use ammo for their HDBS. it's not uncommon to see these guys paired with SOS units during recon and intel-gathering missions.
- #47Combat Medics
Enabled · After character · Order 10 · 100%
Entry settings
like the Night Ops Marines, these units most commonly operate at night. they have very light armor with a dark orange jumpsuit, and yellow and orange spotted shoulder pads and helmet. they are also armed with a suppressed micro-SMG. they often sport bandages themselves due to having their own injuries, their first aid kit comes with medications, bandages, and even adrenaline. they provide as much support as their "day" variants, the Sunflowers Infantry Support.
- #48Nebula Reapers
Enabled · After character · Order 10 · 100%
Entry settings
these assault units sport similar looking armor to the NOMs, but heavier. they carry a Beast175-X Shotgun that carries 25 shells at a time that use an advanced version of "Nebula Energy" as ammunition. these shots are so toxic they pierce right through Zombies and go on through five Zombies in a line. talk about an AOE unit. these advanced Nebula Energy shells are particularly strong against the Elite Squires' shields.
- #49Ravagers
Enabled · After character · Order 10 · 100%
Entry settings
These tanky PLANTs are destroyers of Zombie bones and structures. they wear heavy armor that has them stand at 6'11 tall on average. they're equipped with a hammer that's heavy enough to destroy structures and also the Zombies themselves. their helmet is equipped with a location system as well as night vision if they're called upon at night. their primary targets are the Hives of the Zombie Legion.
- #50Light Sentinels
Enabled · After character · Order 10 · 100%
Entry settings
these defense units are an odd bunch… to say the least, they don white armor with Hypnotizing Hallucinogenic Smoke Grenades around the armor. their helmet is gradiant with colors like blue, yellow, purple, green and red on it, their visors show swirly red eyes, which suggests they probably aren't that ok in the head. their gloves are equipped with claws that can directly hypnotize their targets. they have the ability to manipulate enemy troops obviously. any non-undead who breathes in the HHS (Hypnotic Hallucinogenic Smoke) will experience light headaches, temporary limb numbing, and dizziness. undead who breathe in the HHS will obviously succumb to the Light Sentinel's "infection"
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