Mind Flayers in Space

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Treymiar
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Mind Flayers in Space

Post by Treymiar » Sat Nov 30, 2013 11:27 pm

Mind Flayers in Space

What the Federation needs... is some really lethal, diabolical enemies.
Someone to put the 'D' back into danger.
The Federation has just been getting too dadgum cushy-safe, lately.
So! Hows about importing a little DnD?
Illithids

Trek Illithids were inspired by the Gygax gaming monsters (brain eaters), which were inspired by the the cover painting of the book "The Burrowers Beneath" by Brian Lumley.

They are malevolent telepaths of eugenic origins. This test tube origin, of course, results in a community of individuals who don't necessarily share the same species DNA map. As a consequence, you never know what abilities that an encountered flayer might possess! (insert mwa-ha-haa here) The racial malevolence is reinforced by genetic emotional predisposition, combined with a social practice which weeds out individuals who display symptoms of conscience.

Illithidin groups are spread out throughout the known galaxy. They are secretive and insidious, not making their presence known outside of carefully laid plans. Their overall influence was, however, crippled during by their attempt to destroy civilizations in the Oreliss Cluster. A sentient being on Piron seized control of the Illithidin doomsday weapons and sent them back to the venerable Illithid homeworlds.

Down but not out, the Illithids continue to serve, partner with, and manipulate other races who are hostile to Federation races.
Not to be outdone by the Borg, Illithids have dabbled with mutagenic assimilation to bolster their depleted numbers.

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Last edited by Treymiar on Sun Dec 01, 2013 12:18 am, edited 1 time in total.
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"Sometimes, people become enemies because they don't understand each other.
Other times, they become enemies because they do."

Treymiar
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Re: Mind Flayers in Space

Post by Treymiar » Sat Nov 30, 2013 11:28 pm

Kraken Ships

Humans have long designed anthropomorphic battlemechs and space ships. In similar fashion, Kraken-kind did the same thing, but with squid morphology. Partnering with the Illithids (who would crew the ships), bio-mechanoid starships were secretly developed in the depths beyond Federation space.

As a natural outgrowth of the squid nature (teuthidamporphic), these ships move in very fast bursts. The warp thrusts can be thought of as a cross between hyperspace jumps and continuous warp drives. While that might seem odd from an extended transit point of view, it serves as deadly mobility during combat.

Although Kraken ships usually mount tentacle-mounted energy beams, their primary attack accomplished by grappling. Rapidly closing with its burst speed, the Kraken ship holds fast with its tentacles. Then, its huge beak proceeds to crush protective shielding and then hulls. Along with the mechanical action, a devastating 'energy venom' is injected. This deadly radiation destabilizes energy and withers matter into ashes.

After first combat between the Federation and Kraken ships, Starfleet was baffled by the alien technology. Everything from power sources to system control was a mystery. After the ambush outside Oreliss Expanse, the Federation realized that kraken-ships use a form of biotic power. They absorb ambient galactic energies. They never attacked Piron or Esauria directly because those two zones had been permanently rarefied of the essential ambient fields.

There is one inherent weakness in k-ships. Their 'jump' echoes are easy to pick up at range. Also, a full-burst fire spread of torpedoes can cripple any of the kraken-ship variants. The squid ships are tough, but not that tough.
Last edited by Treymiar on Sun Dec 01, 2013 12:50 am, edited 5 times in total.
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"Sometimes, people become enemies because they don't understand each other.
Other times, they become enemies because they do."

Treymiar
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Re: Mind Flayers in Space

Post by Treymiar » Sat Nov 30, 2013 11:33 pm

Kraken-ship Types

"Slayer" as designated by Starfleet, was the original Illithidin fleet biomechanoid. Its devastating point blank grapple could kill a starship in a single attack. Its camouflage and stealth capabilities made it the quintessential predator. This is a resource 'ammunition' limited attack reserved for priority targets.

"Insidious" was the variant which introduced the Assassin Ghost* weapon system. It had small enough of an infrastructure that the new kraken-ships could carry both this weapon and the previous Slayer weapon. Apparently, however, previous Slayer variants could not be 'mutated' to carry this new weapon. In addition, an elite "circle of assassins" was required to operate the weapon.

"Thundercrush" was the final variant produced during the Illithidin War. Although their kraken-ships were undeniably deadly, strategists on both sides noticed a glaring deficiency. The illithids could have done far better during fleet engagements with concussion blast artillery support.

The Illithids copied, in concept, what the Federation and Klingons were innovating. The Thundercrush variant projects a powerful concussion blast projectile, not unlike the Federation's early phaser pulses. It's power level, of course was considerably greater. And like their enemies, they could unleash the energy either as a single large blast or as a carpet of cluster bombs. The direct hit of a Thundercrush isn't as damaging as the uni-beam attack (described later), but it can detonate just beyond starships which are keeping their damaged (or absent) deflectors away from the enemy.

Although development of this kraken-ship variant began mid-war, its introduction was accomplished in record time. The reason, Illithid super-ships (giant squid mobile starbase) already mounted the same weapon on a planet-killing scale. The price for this haste, however, was not having the lethal Slayer weapon built in. If the Illithidin intended to produce a variant which carried all previous weapons, it never became known. The war ended before they had the chance.

It was fortunate for the Federation that the Thundercrush variant wasn't produced in large numbers. By itself, most starships could fight off the Thundercrush. However, when supporting swarms of Slayers and Insidious, they effectively repulsed several Federation and Merc Fleet advances while inflicting extensive damage. The outcome of the war might have been delayed for years if there had been many more of them.
* Assassin Ghosts

The Federation first encountered this frightful weapon at the ancient Gorgon docks in deep space. The Illithids innovated a deadly telepathic projection weapon into their latest generation of Kraken-ships.

The system involved an Illithid "circle" of telepathic assassins who stood around what could vaguely be termed a 'scrying console'. The Kraken-ship's biomechanoid system would them amplify and project the circle's effect. This is about the only known 'downside' of the weapon. An Illithid circle of assassins is an elite group possessing years of experience. (In other words, you can't get there with six weeks of squidhead boot camp.)

Completely bypassing existing deflector shields, a phantasmal Illithid 'ghost' would manifest inside the starship. This phantasm not only provided the assassins a 'clairvoyance' of the surroundings, but it could unleash deadly, amplified mind strikes. The apparition was not fast moving, but it could go anywhere, containment fields and thick bulkheads not being a barrier.

This weapon created nothing less than a crisis for Federation starships. It was bad enough that a kraken-ship could kill a starship in a single, point blank attack. Starfleet was able to compensate to a degree by employing new tactics. Starships would travel in pairs, each ready to free the other if it was grappled. Also, ships with nine-niner speeds could eventually outrun or elude the hyperspace jumping kraken ships. However, that wouldn't help against the new ghosts.

It was discovered during combat that the Illithid assassins had difficulty keeping their phantasm on target if the victim ship maneuvered violently, continuously. While this did buy time, it meant that the evading starship could not outrun the kraken-ships. The Illithids would swarm in a loose sphere around their victims. As the victims twisted and turned violently to elude the ghosts, the kraken-ships would methodically jump to keep them at the center. Doing this, it wouldn't be necessary to grapple the victim ships. Conventional beam weapons would systematically pound the starships shields into pieces. The only resort would be to charge the attacking kraken-ships, which is exactly the kind of battle that the krakens want.

Another discovery was made, concerning this weapon system. Illithids have a more difficult time targeting inside 'unusual space' like wormholes and Tholian interspace. It isn't yet known if this is caused by a limitation in the weapon itself or if it is simply lack of ability in the Illithids currently using it.

To put it succinctly, if you run, the assassin ghosts will methodically exterminate your crew. If you maneuver violently, the Kraken-ships will swarm and tear you apart. To worsen the matter, cloaking a ship couldn't hide its crew from the mind-hunting Illithids. They and their ships could sense the presence of sentients.

Although Santa Fe Task force utilized a preplanned escape that the Illithids could not have anticipated, the Federation now realized that the entirety of Starfleet was in peril. The only desperate countermeasure to be tried was putting a Tasperian aboard each ship (humanoid race, devours mind energy). They had already proven themselves to be inimical to Illithids, even their arcanes. They were the one race within the Federation who could directly engage the apparitions. Having a Tasperian aboard ship had proven to be hard on the crews, but at this point there was no other option.

Federation scientists worked feverishly to analyze and counter the new threat. But without knowing anything about how the weapon functions, it amounted to so much groping at sensor readings and blind speculation. The Illithids had planned well. Considerable sensor-scrambling noise accompanied their apparitions.
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Last edited by Treymiar on Sun Dec 01, 2013 1:09 am, edited 9 times in total.
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"Sometimes, people become enemies because they don't understand each other.
Other times, they become enemies because they do."

Treymiar
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Re: Mind Flayers in Space

Post by Treymiar » Sat Nov 30, 2013 11:39 pm

Grappler Missiles

It is not in the nature of Illithids to 'rest on their laurels'. Possession of fully effective weapon systems never satiated their drive to develop new and better ones.

Although the combined kraken-ship tentacle beams can cut a runabout in half with a single attack, the Illithids wanted to avoid doing that. In a wide open space battle, their primary beam weapons needed to be allocated against large ships, not against the small 'annoying flies'.

Like the kraken-ships themselves, Grappler Missiles are biomechanoids. These fast moving, extremely maneuverable drones target small craft relentlessly and intelligently. Upon impact, their grapple delivers a devastating, sacrificial implosion which shatters deflectors and structures alike. (Illithidin spies had stolen prototype implosion torpedo research from the Federation.)

Just as a full sized kraken-ship can kill a starship, so can a single (larger variant) Grappler devastate a runabout. Although not normally used for it, a large swarm of them can cause considerable damage to larger starship deflectors.

If the new offensive threat wasn't enough of a shock to the Federation, all the more was its defencive capability. If it is luckily in position, a Grappler is quick enough to intercept and disrupt an inbound photon or quantum torpedo.

Grapplers are tough targets to knock out. Above and beyond their outstanding elusiveness and durable construction, they have intense high-burn "one minute deflectors". And although they can 'ride' any type of kraken-ship into battle, the Thundercrush variant houses them inside protective bays until they were needed.

Introduced into combat mid-way through the Merc Fleet campaign, they forced Starfleet and allies to withdraw all fighters and combat runabouts from frontline battle. The Klingons discovered, however, that their odd 'push-me, pull-you' Tilchi fighters could successfully do battle with Grapplers.
Last edited by Treymiar on Sun Dec 01, 2013 12:10 am, edited 3 times in total.
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"Sometimes, people become enemies because they don't understand each other.
Other times, they become enemies because they do."

Treymiar
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Re: Mind Flayers in Space

Post by Treymiar » Sat Nov 30, 2013 11:40 pm

Starfleet Battle Order vs. the standard Slayer Kraken-ship

The following assumes that Federation starships are in groups, not caught alone. It also assumes that they are carefully coordinating both evasion and mutual cover fire.

Runabout & Fighters
Small craft have little or no chance against kraken-ships. The tentacle beams are are too powerful and they target too quickly. In addition, runabout firepower was not a serious threat to the tough squid ships. It was rare for a kraken to waste a grapple attack against such small targets.

Patrol & Escort
Patrol & Escort ships did not do well against kraken-ships. Even the Defiant class was withdrawn from frontline battle. They simply lacked sufficient volume and intensity of firepower to stop a grapple charge.

Light Cruisers
Forensic battle analyses were carried out after the 'Oreliss Ambush'. Based upon the shield impacts, it was correctly determined that these classes, even if well endowed with burstfire torpedo launchers, lacked shield strength to stand up to kraken-ship tentacle beams. Some Mirandas and Cheyennes did see combat, but they were only brought in as reserves. Intrepids had sufficient speed to flee and fight off pursuers, but they lacked the firepower to take part in the big furball.

Explorers
Ambassadors, Excelsior upgrades, Nebula, Daystrom, and Galaxy classes could put up a reasonable fight against kraken-ships, but they took a terrible pounding in doing so.

Destroyers
Prometheus class could survive if its vectors closely covered each other. Lacking burst fire torpedo launchers, however, they fared better when teaming up with better torpedo slingers. Firebird class could one-punch kraken-ships at close range, but it was at a disadvantage at long range. The same applied to Klingon Hegh'bep class. (They fared far better when teamed up with Qul'jev artillery.)

Heavy Cruisers
Akira held the torpedo advantage at long range, but not so much so at close range because they lack heavy phaser batteries. 'Super Excelsiors' were launched in time to fight in the last battles. They handled themselves well against kraken-ships at all speeds and ranges, but only as long as they were not outnumbered.

The Big Dogs
Excaliburs and Sovereigns were usually at the heart of fleet battles. They could dish out the sustained volume and intensity of fire to at least ward off kraken-charges. IKV Anatir fared exceedingly well at Stranna Ultima, even when outnumbered.
Last edited by Treymiar on Sun Dec 01, 2013 12:51 am, edited 6 times in total.
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"Sometimes, people become enemies because they don't understand each other.
Other times, they become enemies because they do."

Treymiar
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Re: Mind Flayers in Space

Post by Treymiar » Sat Nov 30, 2013 11:57 pm

Uni-Beam Attack

The Federation painfully learned about this devastating kraken-ship ability at the Battle of the Gorgon Docks. As if the tentacle beams weren't powerful enough already, the biomechanoid could combine all of them into an immensely destructive single beam. More than that, the Illithids could 'supercharge' the beam by allocating all reserve energies into the attack. During the battle, one of USS Santa Fe's (Steamrunner class) deflectors was shattered by a single hit.

The disadvantages of the uni-beam attack are, it's easy to tell when a kraken-ship is setting up the attack. The ship cuts its propulsion and all its tentacles make a precision alignment. Federation battle computers were quickly adapted to execute a new "Juke" maneuver in order to avoid getting hit. In addition, Illithids setting up for a uni-beam attack found themselves priority combined phaser targets. Of course, the Illithids easily fooled starships into the quick evasion and baited phaser shots simply by posturing for the attack, then darting safely away before the phaser bolts arrived.

Because firing the uni-beam left the kraken-ship vulnerable to attack, Illithids used the maneuver sparingly. It did, however, make for an effective planetary strike beam. It also made the common Slayer variant a more meaningful ranged threat to even Excalibur and Soverign deflector shields.
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"Sometimes, people become enemies because they don't understand each other.
Other times, they become enemies because they do."

Treymiar
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Chief Petty Officer
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Re: Mind Flayers in Space

Post by Treymiar » Sun Dec 01, 2013 1:04 am

Okay.

Yes, I just dumped several years of fan-fictioning into this thread.
But... I think that mind flayers would make a phenomenal Trek foe-race, a worthy successor to Cardassians, etc.

If anyone is suffering Trek battle-boredom, then Kraken-ships offer new literary blood.
Starship captains enjoy many flavors of tactical challenge to spar with these bio-mechanoid monsters.
They're unquestionably deadly, but they have inherent weaknesses and limitations.

Mind-controlling, brain eating squid-heads... should provide tons of individual mission and fleet campaign opportunities.

PSF
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"Sometimes, people become enemies because they don't understand each other.
Other times, they become enemies because they do."

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