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Corpse Infestation
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Elite Guard of the Queen
#1
Rotter
MA
4
ST
4
AG
3
AV
9
R
0
B
0
P
0
F
0
G
19
Cp
2
In
0
Cs
1
Td
0
Mvp
1
GPP
9
XPP
0
SPP
9
Injuries
 
Skills
Foul Appearance
Regenerate
+AG
This second Generation spawning is unlike most others. Whilst it gained the normal benefits of maturation in strength and thickness of the carapace, it managed to keep that very same carapace supple enough so that it didn't lose its old pliability.
The Queen's Protector
#2
Rotter
MA
4
ST
4
AG
2
AV
8
R
0
B
0
P
0
F
0
G
19
Cp
1
In
0
Cs
6
Td
0
Mvp
3
GPP
28
XPP
0
SPP
28
Injuries
-av
Skills
Foul Appearance
Regenerate
Block
Mighty Blow
Observing its Master and Charge, this second Generation spawning was quick to assimilate its increased combat prowess into it's on arsenal and has already begun instructing the third generation in its ways to better protect and serve the Source. With age, this spawning has been able to increase it's battleskills to a new level. During its experimentation with these new techniques however, it contracted a curious ailement slowly degenerating it's outer carapace making it increasingly vulnerable as well.
 
Caretaker of the Queen
#3
Rotter
MA
3
ST
4
AG
2
AV
9
R
0
B
0
P
0
F
0
G
14
Cp
0
In
0
Cs
5
Td
0
Mvp
0
GPP
10
XPP
0
SPP
10
Injuries
-ma
Skills
Foul Appearance
Regenerate
Block
This Second Gen Spawning has learned the ways of war from the source to better protect and serve it's ward. During its training in these ways however, The Source elected to cripple it because of earlier transgressions resulting in a slower yet meaner Spawning.
Festering Wildly
#4
Beastman
MA
6
ST
3
AG
3
AV
8
R
0
B
0
P
0
F
0
G
1
Cp
0
In
0
Cs
1
Td
0
Mvp
0
GPP
2
XPP
0
SPP
2
Injuries
 
Skills
Horns
 
Abomination
#5
Beastman
MA
6
ST
3
AG
3
AV
8
R
0
B
0
P
0
F
0
G
19
Cp
1
In
0
Cs
2
Td
2
Mvp
3
GPP
26
XPP
0
SPP
26
Injuries
 
Skills
Horns
Block
Guard
This third generation spawning was the first to master the ways of combat thaught by the elder Protectors. When another Spawnling excelled in protection of the Spawn, this one Quickly studied it's ways and altered it's form accordingly to mirror its techniques.
Hidious one
#6
Beastman
MA
6
ST
3
AG
3
AV
8
R
0
B
0
P
0
F
0
G
19
Cp
7
In
0
Cs
4
Td
0
Mvp
2
GPP
25
XPP
0
SPP
25
Injuries
 
Skills
Horns
Kick
Strip Ball
This third generation spawning very rapidly learned the principles of ballistics which often come in hand during the hunt when the prey stays just out of reach. This has enabled it to be more accurate when launching projectiles of any kind. Sadly it can never put this knowledge to use to throw something as he was spawned with no upper limbs. Hopefully he can one day share his knowledge with the rest of the Hive. This knowledge of the principles of ballistics have also given it the unnerving talent to estimate how to best hit its prey in order to disarm it of any weapons or tools the prey might be carrying.
 
Foul appearance
#7
Beastman
MA
6
ST
3
AG
3
AV
8
R
0
B
0
P
0
F
0
G
19
Cp
1
In
0
Cs
3
Td
1
Mvp
2
GPP
20
XPP
0
SPP
20
Injuries
 
Skills
Horns
Block
Claw
The Second of the Spawn to evolve into the Clawed Variety. The Source soon saw the need to curb this devestating potential and learned it to better manoevre in combat as to not hurt itself with them.
Flesh Eater
#10
Beastman
MA
6
ST
3
AG
3
AV
8
R
0
B
0
P
0
F
0
G
19
Cp
1
In
0
Cs
1
Td
2
Mvp
3
GPP
24
XPP
0
SPP
24
Injuries
 
Skills
Horns
Block
Guard
The second ward of the second generation spawning known as The Queen's Protector, quickly adapted to the ways of combat. It surpassed the first ward quickly however when it became clear that it looked out not only for itself but for any spawn in it's immediate vicinity.
 
Ugly One
#11
Beastman
MA
6
ST
3
AG
4
AV
8
R
0
B
0
P
0
F
0
G
17
Cp
15
In
0
Cs
0
Td
3
Mvp
1
GPP
29
XPP
0
SPP
29
Injuries
n
Skills
Horns
+AG
Sure Hands
This third generation spawning is Unique as it managed to spawn an extra set of joints allowing him heightened manoeuvrability. This extra set of joints however have resulted in extra vulnerability. In an early hunting raid on Carsom V he was hit hard in one of these secondary joints almost resulting in his abandonment by hte rest of the pack. It managed to bite through the pain and scury back to the transport but permanently injured its secondary joint. As a result, at times it is now totally unable to move these extra joints totally imobilising it in its place.
Mutilated One
#12
Beastman
MA
6
ST
3
AG
3
AV
8
R
0
B
0
P
0
F
0
G
10
Cp
1
In
0
Cs
0
Td
0
Mvp
0
GPP
1
XPP
0
SPP
1
Injuries
 
Skills
Horns
 
Agent of the Queen
#15
Rotter
MA
4
ST
4
AG
2
AV
9
R
0
B
0
P
0
F
0
G
11
Cp
0
In
0
Cs
1
Td
0
Mvp
1
GPP
7
XPP
0
SPP
7
Injuries
 
Skills
Foul Appearance
Regenerate
Block
This former-Ghoul dared to enter the Hive. It was quickly immobilised and brought before the source so it's foulness could be washed clean and Impregnation could commence. The Source however did take kindly to this intrusion and quickly dealt out punishment to the Spawning responsible for ensuring its safety during that cycle. After the Spawn burst from the still living ghoul, it was quickly instructed by the Source in the ways of war to better serve the Sources purposes.
Hive Queen
#16
Beast
MA
4
ST
5
AG
1
AV
9
R
0
B
0
P
0
F
0
G
19
Cp
0
In
0
Cs
14
Td
0
Mvp
1
GPP
33
XPP
0
SPP
33
Injuries
 
Skills
Big Guy
Foul Appearance
Infect
Mighty Blow
Really Stupid
Regenerate
Tentacles
Block
Break Tackle
Multiple Block
The Source. The Beginning from which all others spawn. Impregnating and assimilating is it's may pass time and this ravenous beast has therefor developed different modes of attack to counter most threaths. Recently The Source has realised that it cannot defeat all foes and thus has developed new ways to retreat against overwhelming odds.