Perennial Creeper Classifications

Story by WhitePawPrints on SoFurry

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#64 of Legacy of the Veiled Stars

One of the special operations officers had found an ancient text file. It is heavily corrupted but some of the texts was able to be translated.


[Ancient Text Found]

[Origin: Unknown]

[Age: Unknown]

[Source: Unknown]

War in unavoidable. History in every civilization knows war among themselves. Entire civilizations have disappeared because of war. Others have been left crippled but a few have managed to overcome war and leave their planets in peace.

However, peace is only temporary because war floats among the stars. Civilizations rage against each other, costing millions of individuals to perish. These conflicts sometimes end peacefully, and alliances are created from the ashes. Other times, barren rocks and death is all that is left behind.

These intergalactic wars that have killed billions are mere skirmishes in wake of the war against the alien parasite. We have fought for thousands of years against them, and now that our galaxy is barren, we're finally pushing them back.

This text includes classifications of the basic forms of infection of the [Translation Failed] race. There are currently five basic types known, each one significantly more dangerous than the previous.

Combat Infection - When referring to the [Translation Failed] race, most think of this type of infection. Combat Infections are the most commonly seen because they are the frontlines of the [Translation Failed] waves.

Their characteristics are similar to that of any alien species, with the exception of the botanical mass growing from them. They are often described as neglected statues that the foliage has grown onto. Small vines and leaves often grown on the outside of the host's body, that will eventually form seed pods.

This infection is deadly to inexperienced civilizations. Passionate creatures are hesitant to defend themselves against their loved ones who have been infected. It has been reported numerous times that these seed pods can launch seeds at extreme-velocities that will embed themselves into another victim where the infection begins. The last combat ability of these creatures are to be adaptive to using the hosts' weapons, such as a projectile weapon or melee blade.

The host may be dead or alive at the time of infection, but all are eventually consumed as a source of energy that kills the hosts and destroys the body. The parasite dies shortly after as well, it's lifecycle being over and no longer capable of reproducing. The plant itself will wither away and no longer be a threat at this stage.

The parasite is seen to take over the nerves of the host, including function of vital organs. A dead host will have their heart and lungs operate functionally again, which is necessary to control its functions. An alive host will be forced to move against its will but will be able to maintain their own basic functions, allowing the parasite to be stronger and consume the host quicker.

Killing these creatures is difficult. Often times immobilizing them by severing blood and nerves to vital organs will be enough to make them no longer a great threat. However, the planet still thrives and feed off the dead body and is a minimal threat for anyone who gets too close. To kill them, burning of the body and parasite is often necessary. Freezing them doesn't work as affectively since the parasite will consume its host quicker to compensate for the extreme conditions. This does shorten the lifespan however.

Advanced Combat Infectors - This is the second form of combat infections, but have only been seen after the war had turned in our favor. The Infectors are small, bug-like seeds with wings that can have swarms in numbers in the billions. They move in large numbers which make them easy to detect but the individual infectors are the real threat.

When an Infector finds open flesh, it will call the others nearby to attack that body. They peirce the flesh and crawl within the victim to take direct control of the nervous system instantanously. The victim then becomes immediately hostile with advanced motor functions over the basic Combat Infections. The behavior of those infected is soley to find the flesh of another and make infection easier for the other Infectors. After the host has been used for up to several [Time Equivelant Translation Failed], then the seed will crack and start to grow as a host for more Infectors to be spawned from.

The aggressive nature of this type of infection is used by the [Translation Failed] in times of war and is a serious threat to infantry. Destroying the bodies of those infected by these Infectors is priority. Area of effect weapons are strongly recommended against the swarms with full body protection on all warriors. Killing the infected is as difficult as killing Combat Infections so disabling them as soon as possible is preferred.

Hacker Infection - This is the second most common type of infection, and is seen more often in battles rather than feeding frenzies like the first form is. These forms are often mistaken to be non-infectious planet growth because of the neglectful appearance of the infected machine.

The characteristics of the Hacker Infection are hard to describe because the Dormant Infection often grows with the Hacker Infection. Any source of artificial energy is subject to this infection, as the roots grow directly into wires and the source of power of a machine or building. During a battle with the [Translation Failed], always assume that foliage on any machine is a Hacker Infection.

The deadly qualities of this infection are partly because they are easily overlooked. The true lethal capabilities of this infection come with the lethal capabilities of the machine it is infecting. Warships, which are at the [Translation Failed] disposal are a Hacker Infection. The infection gains full control of the vessel, including life support and weapon systems. If a ship becomes infected, those onboard are liable to die of exposure because the infection will remove life support. Any ship nearby is liable to be fired upon by the infected ship. The same deadly capabilities extend to any machine of any civilization.

The roots of this infection have electromagnetic pulses that are used to control the vessel that is infected. Another use is that the power is absorbed through these roots to stimulate the growth of the infection. The lifecycle of this infection form depends on the power source of the infected machine. However, it has been reported that this infection targets Combat Infections and absorbs those bodies for further fuel.

The fact that they depend on a power source is the biggest weakness in this infectious form. Removing that power source will force the infection to immediately retreat and search for a new power source. This may cause aggressive behavior from the parasite, but if it is unable to find another source, it will die. Although that is the only way to destroy it, this infection can be immobilized by the destruction of the machine, or severing the wires that control the machine's functions. This method is similar to destroying the body and nerves of a Combat Infection.

Dormant Infection - There are three sub-categories for this infection but they are all referred to as Dormant Infections. The common characteristic is that they all primarily thrive off of sunlight and soil nutrients for their source of energy.

First is Dormant Infections. These plants are very similar to healthy forest and normal botanical growth. This makes them very difficult to spot but is probably the least dangerous out of all the infections than any individual. The threat is that this infection growths with the natural botanical species on a planet, making it very difficult to cleanse the planet of the infection. If the conditions are capable of supporting any type of normal botanical growth, a form of Dormant Infection will most likely grow there too.

When a Dormant Infection is malnutrition, it will attack any organic mass and absorb them to compensate for their malnutrition. This has been known to be a threat to individuals on rare occurrences, since most will attack local wildlife instead.

Second Dormant Infection is Infectious Dormant Infection. These grow with the Hacker Infections commonly and actively attack organic masses by firing seed and needles to spread the Combat Infection. The threat of this infection is much higher than the Dormant Infection because this infection blends in very well with Dormant Infections and Hacker Infections. This infection is also known to cover cities and buildings, even after the death of Hacker Infections.

The characteristics of Infectious Dormant Infections are that of normal plants. They thrive off of sunlight and soil, occasionally organic mass, but this limits to them to more mild and humid climates making them a rarer sight to see. They only grow after the battle has passed on because the growth is too slow to be affective in combat.

Killing this infection has the same problems as the Dormant Infection; they grow with the natural vegetation. To destroy this infection may risk destroying all of the planet's natural vegetation.

Third and most rare is the Generator Dormant Infection. Generator Infections consume a host, usually in a large flower bulb... [Missing Data]

...deadly because they act as generators that often feed the growth of a Assault Infection. If what they are feeding dies or is interrupted, the Generator Infection will often choose to infect their host with a Combat Infection that will immediately attack anything nearby...[Missing Data]...

...they thrive mostly on sunlight and soil nutrition... [Missing Data]... Unconfirmed reports that they... [Missing Data]...

Assault Infections are a very dangerous type of [Translation Failed]. These large creatures are referred to as [Translation Failed]. These control hordes, fleets and armies of the [Translation Failed].

Their characteristics are assuming a large body resembling that of a short [Translation Failed] with a head composed of colorful vines. Not much more is known about them because they are difficult to study without killing them.

The threats of these creatures are probably the highest out of all the infections. The fleets that they command invade civilizations and are capable of crushing and infecting their defenses. The [Translation Failed] themselves act was battleships, capable of firing missile projectiles from its body. The vines that form its head can crush battleships, or infect them almost immediately. They can travel faster than light through...[Missing Data]...

To kill them, they must be burned thoroughly. If any part of them survives, the subordinate infections protect that part of it and set up Generator Infections to regrow it if they are allowed the time to do so. Finding a source to burn them thoroughly is difficult, but it has been a commonly accepted method to use gravity missiles to force them into a nearby star.

The Assault Infections have learned from this and won't engage in battles near a star if they can help it...[Missing Data]...

Perfected Infections are the most lethal for any individual, army or vessel to go up again. They are particularly hard to notice because their appearance is no different from that of a normal organic creature.

When a Perfected Infection is identified, it is very rare for there to be survivors. The infection of the body consumes the mind and gives the host a strong feeling of loyalty for unknown reasons. These are the leaders of the [Translation Failed], that even the Assault Infections answer to.

Their characteristics is supernatural strength, agility, speed, survivability and power... [Missing Data]...

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...only twelve out of millions of ye... [Missing Data]...

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Final Infec... [Missing Data]...

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[File Corrupted]

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[File End]