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Aliens |
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Powers and Stats Tier: Varies from 10-C to 9-C | At least 9-C | 6-B | 6-B | At least 6-B Civilization Type: Interstellar Civilizatio Name: Aliens Origin: Yu-Gi-Oh! Classification: Interstellar Invaders Kardashev Level: Type I Age: Unknown Population: At least millions Territory: Likely multiple planets throughout the galaxy, as well as the A Zone Otherworld Technology/Abilities: Superhuman Physical Characteristics, Large Size (Varies from Type 0 to Type 2), Immortality (Types 2 and 6, As long as their head is in tact, an alien can possess another living being and take control of its body), Possession (A single "A" Cell is capable of taking complete control over a target, and Aliens can take control of an opponent so long as their head is still in-tact), Biological Manipulation ("A" Cells are capable of integrating themselves into a host's biology, allowing them to take control of the host's body and make them vulnerable to Alien technology. "A" Cells can be spread on a planetary scale, and most Aliens have the ability to spread "A" Cells themselves.), Spatial Manipulation (Can create interdimensional warps to warp those infected with "A" Cells through space, as well as warp to other dimensions), Mind Manipulation (Able to mass hypnotize and brainwash their targets, "A" Cells are able to take control of their host's body and mind, Several Aliens have the ability to mind control enemies), Telekinesis (Alien Psychic), Resurrection (Alien Ammonites can bring other Aliens back to life, Alien Mother can resurrect anything that was infected with "A" Cells and turn them into her mind-controlled soldiers), Power Nullification (Alien Mars passively nullifies the passive effects of opponents, Gol'gar is able to nullify magic and traps), Damage Reduction (If an opponent infected with an "A" Cell attacks an Alien, the opponent's attack power is reduced, with the amount it is reduced growing proportional to the number of "A" Cells they are infected with), Fire Manipulation (Alien Telepath), Can survive in space, Weapon Mastery (Aliens such as Alien Hunter and Alien Shocktrooper are skilled with melee weapons such as Spears and Swords, while Aliens such as Alien Kid are skilled marksmen), Stealth Mastery (Alien Infiltrator), Electricity Manipulation (Alien Infiltrator and Alien Overlord), Spaceflight (Via Muusik'i), Energy Projection (Possess a ship which can fire lasers from a planet's orbit), One Hit Kill (By destroying two "A" Cells, Gol'gar can destroy one thing the opponent controls) Attack Potency: Varies from Below Average Human level (Interplanetary Invader "A" is quite literally a cell with legs) to Street level (Stronger Alien Specialists are modified to be stronger than any normal human, with some such as Alien Kid using guns as their main method of attack), Many Specialists can ignore conventional durability in a number of ways | At least Street level (Even the weakest warrior Aliens are modified to be much stronger than any specialist Alien) | Country level (Capable of causing this much damage) | Country level (Comparable to if not superior to Muusik'i) | At least Country level (As the Aliens' ultimate weapon, Gangi'el is undoubtedly vastly superior to Muusik'i, with Gol'gar being further superior) Power Source: Unknown Industrial Capacity: Aliens are extremely efficient in their ability to mass produce and weaponize "A" Cells to use in invasions, as well as using "A" Cells in order to manipulate the population they are invading in order to make taking them over much easier. Aliens also have specialized soldiers capable of mobilizing so effectively that those they are invading are often terrified by the speed at which they take control of the planet. Military Prowess: Millions Notable Individuals: Alien Mother, Gangi'el, Gol'gar Weaknesses: None notable Weapons and Technology:
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Genestealers |
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Powers and Stats Tier: At least High 8-C | 10-B to 9-C, higher with weapons, High 6-C with heavy weapons and vehicles | At least High 8-C, far higher with weapons | At least 7-C, likely High 6-C | At least High 8-C, likely higher | Likely High 6-C Name: Genestealers Origin: Warhammer 40,000 Gender: Varies. Often inapplicable. Classification: Parasitic Tyranid lifeforms Powers and Abilities: Superhuman Physical Characteristics, Durability Negation (to some extent) with Rending Claws, Mind Manipulation, Telepathy, can implant their genetic code within other beings to create Genestealer hybrids, Shapeshifting and Adaptation (Ymgarl Genestealers), expertise in stealth, can survive in the vacuum of space, Patriarchs and Magi possess even greater psychic powers, allowing for Illusion Creation, Biological Manipulation, Energy Manipulation and Projection, Summoning, Invisibility Attack Potency: At least Large Building level (Genestealers can easily shred through the armor of Space Marines and Terminators) | Human level to Street level (Individual Hybrids range in strength from being comparable to the average human to being considerably stronger), higher with weapons, Large Island level+ with heavy weapons and vehicles (Heavy weapons such as Lascannons are capable of heavily damaging Imperial tanks, which are capable of withstanding Plasma weapons) | At least Large Building level (Hybrid Metamorphs are strong enough to shatter rock and are comparable to purestrain Genestealers, Aberrants are considered among the physically strongest forces available to the cults), far higher with weapons (Crushing Claws drastically increase a Metamorph's strength, When armed with power picks or hammers, Aberrants are used to tear apart enemy war machines and fortifications) | At least Town level, likely Large Island level+ (Genestealer Magi are comparable to Space Marine Librarians, who can open up chasms in the earth and destroy heavy tanks) | At least Large Building level, likely higher | Likely Large Island level+ (A Patriarch possesses the foremost psychic power of its Broodmind and should be superior to the strongest Magi) Speed: Subsonic with at least Hypersonic+ reactions, likely higher (Genestealers are faster than most Marines, capable of shredding them before they can even react) | Normal Human to SuperHuman | Likely SuperHuman | Subsonic with at least Hypersonic+ reactions, likely higher | Subsonic with at least Hypersonic+ reactions, likely higher | Subsonic with at least Hypersonic+ reactions, likely FTL (Should be much faster than even the most highly trained Marines, who can act in under a nanosecond) Lifting Strength: SuperHuman Striking Strength: At least Large Building Class | Human Class | At least Large Building Class | At least Large Building Class | At least Large Building Class | At least Large Building Class Durability: At least Large Building level | Human level to Street level, Large Island level+ with heavy vehicles | At least Large Building level | Unknow physically | At least Large Building level, likely higher | At least Large Building level, likely higher Stamina: Very high. Genestealers are capable of subsisting on minimal nutrition for decades at a time. Range: Normal melee range; further with ranged weapons for Hybrids and Broodlords with their psychic powers. At least one kilometer with racial telepathy. Interstellar with psychic beacons (Hive Fleets are capable of detecting, homing in on and controlling Genestealer cults from interstellar distances). Standard Equipment: Varies; all Genestealers possess rending claws, although many also possess scything talons. Hybrids carry ranged weapons, such as lasguns.
Weaknesses: None notable Notable Attacks/Techniques: - Genestealer's Kiss: After using its psychic powers to hypnotize and incapacitate prey, a Purestrain Genestealer will use its ovipositor to implant them with its genetic material. This alters their DNA and makes them completely, mindlessly devoted to the Genestaler which turned them, who they will see as a savior figure. Soon afterwards, they will give birth to a Genestealer Hybrid, which will further breed with other hypnotized members of the cult, becoming progressively more like the host species, before ultimately producing Purestrain Genestealers once more with the Fifth Generation. - The Ymgarl Factor: The highly unstable genetics of Ymgarl Genestealers lead their bodies to be in a constant state of change. They can reinforce their claws and muscle mass to become stronger, can grow tentacled limbs to attack opponents, and can grow more durable shells to withstand attacks. - Broodmind: All the members of a Genestealer Cult are linked together by a hive mind under the control of the cult's Patriarch. - Broodmind Disciple: Patriarchs and Magi have access to the following psychic abilities:
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Aliens - 0
Genestealers - 0
Inconclusive - 0