
"They found us! Get to the escape route!"
"No use, they're already over there! They're cornering us like rats!"
"Are there anyone to help us?! Site Director? Anthony?!"
"We- we're on own our own..."
"You can't be serious... Shit! They really cut us off!"
"They set us up! Those lying bastards, I'm gonna-"
"They're getting closer! Get yourself armed and be ready!"
--- ###: Target site has been capture. Resistance have met and are neutralized. Survivors have been surrendered themselves.
/// Attention: All active units in the enemy's sector / Supervisor █████ is on his way to your location.
You're destroying it...
--- ###: Supervisor █████. They have extracted and confiscated of their data regarding their recent records. Recommendation for data purging?
--- ###: Understood.
You bastard... what're you going to do with them?
They... I... Please, just let them go...
--- ###: Yes sir. Hold them down...
Damn it! Just let them go, they have nothing to do with this!
What?... You sick fuck!
--- ###: All of them were converted and ready for transportation, sir. What should we do about him?
--- ###: Yes sir, allocating them to Supervisor ██████'s sector.
--- ###: Stand up, now. Take him to the Overseer.

[Recovered Data File] █
Marauders[]
Description[]
An infected computer displaying a red circle. It has faint anomalous effects, it was apprehended for dismantle.
Marauders are an invasive and military group of humanoid entities[1] that are known for raiding and conquering from various levels, be they safe or dangerous classes. Their goal remained unknown; however, witnesses who survived from these entities' assaults reported that some of the razed levels that they had once inhabited collapsed and were finally destroyed, which thus raises concerns among the wanderers.
They are distinguishable in their black and red tactical outfits and equipment and their distinct singular red eyes.
Given their hostile nature and their unexpected appearance, many wanderers and groups are hostile toward these entities; however, they are more hostile toward the Travelers, a group of reality-warping entities, suggesting the long history between the two rival groups.
Overview[]
A Death Squad of Marauder have attacked the outpost. The agent and the outpost were presumed killed in action and razed by the entities. Noticed the entity held a device in its hand.
They are the "Outsiders." Instead of considering them as dangerous entities, they are more like terrorists or war criminals, whom many of them despise or fear, except for the Travelers, who seem to be melancholic or distressed when they encounter them. They would call them various derogatory names like "Cyclops" or "murderous freaks," or more.
Their technology was advanced and dangerous, and they will use it against anyone who resists them; they will attack and invade levels when they are not expected. Most concerning about these entities is their ability to convert victims into their own; these controlled victims are simply known as Subverted entities, which comprise both wanderers and entities to bolster their forces[2].
Technology[]
Their technology is rival to that of the Golden Artifacts, but in terms of warfare, the Marauders are proven to be superior, given their ability to enslave victims to their army and supposedly destroy a level. Their way of noclipping into different levels was disruptive; not unlike how wanderers or entities noclip, they would create localized tremors and then shatter and manifest red spatial tears from above the level, which would then emerge and drop with these protective transporting vehicles that contain Marauders or their other sub-entities[3], though they would use these for breaching enemies' defenses; otherwise, they would noclip into different levels normally, perhaps approaching discreetly.
Their notable piece of technology is the outfits and equipment they wear (see Variants for reference), as they possess certain properties that the Marauders specialize in, which are similar to the Travelers' suits of armor. Their arsenals and equipment resemble that of the Frontrooms' origins, as they bear similarity to well-known manufacturers or the designs, yet they are vastly different due to their advanced technology.
However, they are valuable among wanderers and groups if and when the opportunity arises, whenever they die from battle with some scraps of their equipment, as they have some familiar and compatible designs. The understanding of their sophisticated technology is still limited, and efforts to reverse-engineer it are ongoing.
Objectives[]
As of now, they have been known for razing and conquering levels or allegedly destroying them afterwards, while enslaving or killing indiscriminately both wanderers and entities alike, but it seems too obvious and predictable why they are doing this in the Backrooms.
However, they have seemed to be interested in the Palace, as they appear more often than any other level, seeing them wandering and searching for any Golden Artifact or even destroying them on the spot. Why exactly do they destroy those artifacts? Some of the researchers speculate that they destroy any important artifacts that may hold any information or some of those unidentified artifacts that are proven to be dangerous for anyone to use or may even pose a threat to their operation, thus preventing it in the future.
Meanwhile, some survivors say they spotted a wandering Marauder as though it were scanning its surroundings, disinterested in razing where they stood, and after that, they simply left without any incident. For now, we are still discreetly investigating their unpredictable activities as we speak.
Structure[]
This group seems to follow the traditional military chain of command, such as their sub-entities coordinating from a Marauder or other sub-entities that specialize in that role. Later on, according to the escaped survivors—who were interrogated and nearly taken away—some of them recalled that they mentioned these leading figures, often referring to these three titles, such as the "Overseer," the "Supervisors," the "Foremen," and the "Initiates," further suggesting that there is a hierarchy among these unseen figures, and the "Overseer" is likely the Marauders' leader.
Biology[]
They are humanoid entities, though it remains unknown what they look like underneath their suits. They are both physiologically and physically resilient, capable of withstanding injury without wearing down or impairing themselves, and when they do injure, they do not shed blood or any fluids but instead break off into white stone fragments with a rough texture that resemble granite, which dissipates into black smoke after a few moments from its separation. If a Marauder dies, the body dematerializes, and along with their outfits and weapons (if in their hands), dissipates into black smoke, leaving only their helmets intact.
They are roughly 6' 7" tall (200.66 cm) or taller, depending on the variants, and they all appear to be males. Their strength and endurance are slightly greater than that of an average human; however, some of the variants can do superhuman feats. They appear to never be exhausted or stressed despite overstraining, especially when they are damaged.
If they are ever critically injured, such as losing a limb or sustaining massive trauma to their bodies, they will not deter from pain or discomfort, and even if they are ever damaged, some of their properties and equipment from different variants and/or instances allow them to "repair" by illuminating themselves to their affected bodies with a strange light that recoverstheir damaged bodies, including the damaged parts of their suits, until they return to being functional again. If their bodies are reduced by greater than 30% of their body mass, a Marauder will be deactivated, effectively incapacitating them, and if damaging their heads, it would be fatal.
Moreover, they are susceptible to radiation but resistant to it due to their suits' innate protection against radiation unless they are breached; in this case, a Marauder will initially react by flinching and then progressively and visibly in pain[4], however, this will not deter them from fighting. Unfortunately, they have anti-radiation treatments on their persons to counteract these almost immediately.
Properties[]
There are three sets of main properties of these, which are
The Gaze[]
Every Marauder and sub-entity has a subtle yet lethal form of mental hazard when a Marauder is contacting any victims visually, causing them to suffer various debilitating effects; this includes sub-entities, albeit weaker.
These effects will manifest but are not limited to:
- Vertigo
- Paranoia
- Asthenia
- Anxiety
- Hallucinations
- Amnesia (severe if prolonged exposure)
However, the longer these entities maintain visual contact with their victims, the more severe the effects of mental hazards manifest; when they maintain eye contact for too long, they will lose their conscience or, possibly, die. Furthermore, making direct eye contact with their eyepiece is more intense, with immediate effects.
Breaking their visual contact will allow the victims to recover, though there will be residual lingering effects that will wear off eventually, and it may last longer depending on the victim's exposure to their gaze.
If a Marauder captures their victims, they will either grip their victims' heads or necks, forcing them to maintain eye contact with their eyepiece, and then quickly render them incapacitated. They use this to subdue their victim, after which they may convert or simply kill them if they are not interested.
So far the Travelers are the only entities that are immune to their gaze.
Self-Destruction[]
When a Marauder is compromised, suffers fatal damage, or on its own volition, it will self-destruct, thus killing itself and those around it in the process. It makes a distinct beeping sound and then emits a bright red light from its mechanical eyes prior to the explosion.
The blast of these entities depends on the variants, and some of them will be left with dangerous effects afterwards.
This applies not only to the Marauders but also to sub-entities as well, albeit weaker.
Immunity/Nullification[]
Apart from their gaze, they are immune to or nullify anything considered anomalous, and if such an anomalous effect is presented to them, they will completely nullify it and remain unharmed. However, their immunity is also a disadvantage, and any anomalous properties that benefit them are also immune, and they may even harm them. There is a loophole, however, that it must be physical and/or indirect in order for them to be damaged.
The range of these nullification properties is undetermined, but it is assumed that even the Travelers who use some of their powerful reality-warping properties have no effect on the Marauders, proving it to be difficult to eliminate them.
Behavior[]
They are ruthless and militaristic yet unpredictable. They appear to be non-sentient, impersonal, and indifferent, lacking any individuality as if they were only there to stand or survey their surroundings until they react randomly.
They do not speak unless it is necessary; they talk impassively with radio distortion through their communication devices; they speak frankly and would intimidate them[5].
They are seen traveling alone and wandering aimlessly, as if searching for something. Though they rarely appear throughout the Backrooms, the chances of encountering these entities are slim; instead, most wanderers would encounter them are the sub-entities. However, they frequently appear more in the Palace, and they would attack any entities or wanderers of that level, and if it is the Travelers, they will engage them and compete for the artifacts.
When it comes to combat, they are relentless and unpredictable, demonstrating their intelligence and superior tactics. Their strategies are varied depending on each variant and their instances, which makes engaging these entities difficult and unpredictable. Even when they are alone, their properties, weapons, and their ruthlessness are enough to overwhelm their enemies.
When invading a level or attacking a target, they are mostly sending waves of sub-entities, overwhelming them in numbers with Subverted entities as cannon fodder; otherwise, other sub-entities will be deployed with better equipment and tactics at their disposal. But in rarer and dire events, the squad of Marauders will be deployed in the battlefield[6]; they come around 2-6 members and will easily overwhelm their enemies' defenses given their properties and their team coordination. Their appearance is intentional and would indicate that something must have been important inside of the enemies' operation that they need to eliminate, both quickly and efficiently. And after the raid, the Marauders will leave the area and let other sub-entities do the rest. And if it's a level that was owned by them, a single Marauder will guard it or numerous sub-entities instead.
Strangely, due to the unpredictable nature of these entities, there are cases that they spare the victims after they surrender and may be taken away or let them escape, avoid any unarmed wanderers or entities unless they retaliate should they resist, and if they are raiding a settlement, they drive them away from their shelters by any means, and it will likely cause some casualties. They seem to only attack well-defended areas and any resisting military forces.
Strangely, the sub-entities will indiscriminately attack these victims, and they do so relentlessly, and in this response, the Marauders would eliminate their own sub-entities until they are forcefully stopped and will be transferring controls to them, this suggesting that they are conflicting orders or something may have happened from the unseen figures who are controlling these entities behind the scenes.
Variants[]
These variants are easily distinguished by their distinct, uniform appearances and properties. They are similar to Travelers in that they too have distinct variants and respective roles to fulfill, though they appear to follow their repetitive behavioral patterns due to their soulless nature.
Do note that this was only recently studied in this current iteration of data, and while each variant's instances differ from another in terms of their various configurations, their methods are fundamentally the same but still unpredictable.
There are currently 8 variants that have been documented:
An Insurgent assuming in its combat stance, displaying its tendril-like energy emitted from its arm forming into a spike.
Insurgent[]
They are sporting black outfits and tactical armor with several pieces of tactical gear and pouches attached to their person; they have noticeable armored gauntlets and greaves with several apertures on the backside of their armor, which are presumably used for flight. In some of these variants' instances, they have better protection or heavier equipment.
Equipment[]
Insurgents are issued various standard firearms and some access to heavier weapons; however, some of the instances have unusual ones, such as rifles that fire large metallic spikes to pierce any armored targets while dealing tremendous trauma upon impact, potentially shredding internal organs rather than passing through them.
Properties[]
Their gauntlets emit red electricity that forms into tendrils that have various uses, such as entangling multiple enemies or using them to swing or pull. They can also cut those tendrils and still be active, which further gives them more uses, such as using them as traps that make the tendrils react within their vicinity by wrapping and slowing their enemies down. They will also use any debris forming into cover or launch it as projectiles. They also form around their arms, effectively becoming close-ranged weapons or even acting as shields. In other instances, they form those tendrils into throwable javelins or bundle up into spherical objects that explode into strings, which constrict any enemies within its radius.
In addition, insurgents use grenades to create a temporal field that stops incoming fire and otherwise stops any attackers when they get close in the affected area; otherwise, they can use these to teleport.
The boosters and apertures on their armor are used to jump or fly in short bursts of speed for short durations of time.
They will exert their energy to produce larger and more numerous tendrils to dig deep into any surface and then create destructive earthquakes that will cause the tendrils to jut out from the surface, whether to impale or restrict by the tendrils, and later they would either crush them with debris or violently tear their targets apart once an insurgent pulls its arm with the tendrils on it.
Behavior[]
They are aggressive, constantly pressuring and pushing their enemies to overwhelm and/or corner them with their relentless assault; this will be amplified by using their properties. They also constantly disrupt their enemies by using tendrils and temporal grenades and then finish them off.
They are also maneuverable and responsive, allowing them to evade while pushing to attack.
They will use their tendrils often in many ways to gain advantages and opportunities in their surroundings.
A Slaver armed with a beam weapon and accompanied by a swarm of arachnid-like drones.
Slaver[]
Humanoids dressed in black and red tactical attire have distinctive helmets, light tactical vests with various gadgets, and gauntlets on either side of their arms. The antenna is placed on their backpacks but in some cases is placed on their helmets instead. Other instances have bulkier pieces of equipment or gadgets, or some better protection.
Equipment[]
They are armed with beam weapons depending on various models and firepower. Others use fast-firing weapons in quick succession or advanced weapons that can track and chase targets.
The backpacks and the gadgets that they carry can produce various robotic drones. These drones vary in function and appearance, but they all take the form of an arachnid or other arthropod creature.
Properties[]
Slavers often produce their drones, and the drones vary, making this variant a versatile enemy capable of everything from attacking to repairing or even constructing. Given the size and time required by the Slavers, they can produce a large number of drones.
They drop flat rectangular devices that, when activated by a red light, produce a larger drone that slowly assembles. These drones are similar to their smaller counterparts, but their size allows them to be fitted with more firepower and access better equipment, such as artillery batteries or a defensive energy field that protects them from incoming attacks.
On some of these instances, they would produce their customized robotic drones and would commandeer those, acting as armored vehicles; likewise, they can drive while being protected inside of their machines. Unlike unmanned drones, they are armed with varies weapons.
Behavior[]
These variants can be seen capturing both wanderers and entities and converting them into Subverted entities using their specialized drones to subjugate them. With their drones and Subverted entities, they can easily overwhelm their enemies through sheer numbers or use them strategically.
While they are reliant on drones, they are not defenseless or vulnerable without them. They are rather tactical and cautious and take a slow approach when engaging, and with the use of their drones, they can provide information. Each drone they deploy is made with their intention and purpose to suit their advantages.
A Destroyer was equipped with a heavy machinegun and several mounted turrets.
Destroyer[]
Clad in large, heavy, and durable mechanical armor, they are equipped with various pieces of hardware, auxiliary equipment, and/or mounted weapons depending on each of the variant's instances. Underneath their armor, they have these exoskeletons strategically in place, providing enough flexible movement without straining the user. However, their armor may seem bulky and heavy, but through observation and the rare encounters of these variants, it is strangely light enough to stand on something that could easily break under their sheer weight; it is likely that their advanced armor technology is behind it.
Others of these instances may be sporting even larger armor for direct combat, or lighter armor for more maneuverability, or some for focusing on utility.
Equipment[]
As mentioned, they are armed with various large and cumbersome weapons such as missile launchers, railguns, autocannons, and other heavy ordnance, whether held in hand or mounted on their armor. This includes arm guards and leg armor, internally integrated weapons ranging from flamethrowers to launchers, and close-range weapons.
For close-ranged combat, some of them equip their fists that explode on contact or chainsaws mounted on their wrists, etc. And for utility uses, they come with mechanical tools or drones.
Properties[]
Despite their name, Destroyers are rather versatile given their configurations on their armor. The mounted weapons and other tools are able to cover every angle, preventing them from getting flanked. While they can bring overwhelming firepower, they can provide some support, varying from assembling small drones to assist them to laying down defensive emplacements or even repairing.
Their size and their weight allow them to anchor their position, which prevents them from losing their balance and staggering (unless the foundation that they are standing on is compromised), and despite the armor that they are wearing, they can sprint while ramming anyone on their path, while other instances sport large boosters that grant them temporary flight.
They have absurd strength that they can use to rip and smash with ease, so much so that they slam it with force, which will create miniature shockwaves, but with close-ranged weapons equipped, they will improve their already destructive strength.
Several accounts state that some of them may have seen them enveloping themselves in a swirling energy or sometimes spewing fire from their vents, indicating that they are in these "enraged" states. During these states, their actions vary; some become absolutely impervious to any harm, some deliver more firepower, and some blast their surroundings with that strange blue fire that rather erases anything instead of burning it away.
In case their mounted equipment is destroyed, Destroyers will produce another one if given enough time.
Behavior[]
Never underestimate or assume that they are some mindless destructive entities; there are times that their approach is strategic and slow, and so much so that they even outmaneuver and outwit their enemies.
If they are on the offensive and heavily armored, they are extremely aggressive due to their near-invulnerability and overwhelming firepower. If they are equipped with long-range ordnance, they will fire from a distance and would likely avoid direct combat. Or if they are defensive, they would likely use it to deploy shields, deploy defensive emplacements, or deploy supplies or ammunition.
A Vector equips a strange beam weapon, disperses a cloud of virus which surrounds itself for protection and obscure vision.
Vector[]
Donning black lab coats with light body armor, they have strange helmets with internal components that produce flickering or strobing lights, they have their antennas placed on their backs, and their gloves have some armor that barely provides protection aside from holding several vials. They have various canisters and/or unidentified scientific equipment on their persons. Other instances are equipped with that said equipment, albeit larger, and they have hazmat suits or other better protective gear instead.
Equipment[]
They are issued with unconventional weapons, most notably beam weapons. The beams they fire can infect the target with lethal pathogens. Other vectors use automatic firearms to fire syrettes laden with diseases, which they inject into their victims, or the syrettes occasionally burst into a cloud, or some use grenade launchers that use their canisters as ammunition.
They also have canisters and vials found on their person.
Properties[]
Vectors engaged in biological warfare using their said containers, which dispersed into the sickly green and red cloud containing diseases. The canisters have a variety of symptoms or even functions for the Vectors to use, though commonly they simply infect targets. Strangely, they can infect electronics and any machines, causing them to break down while growing in mass until it dissipates. Evidently, the pathogens do not harm any Marauders, only their enemies, and it appears they are able to move slowly towards a specific location to infect victims instead of being carried away by the wind, implying that the Vectors somehow manipulate them with such precision remotely through unknown means.
Strangely, they can recover from their injuries from those pathogens, slowly repairing them or even shielding them from harm by blocking it. Additionally, they can manifest robotic drones either from the clouds given enough mass depending on how large it needs to be to create, or violently tear open and emerge from the infected victims[7].
Behavior[]
While they are destructive, they are eerily calm walking in their wake; this is intentional, as they can instill fear and cause panic among the victims, and they will take that opportunity to attack. They also take supportive roles as medics when they are with other Marauders and/or their sub-entities with their said properties to improve their survivability.
They prefer hiding away or breaking contact from their enemies and letting the pathogens deal with them, unless they are cornered or requirethat they need to push forward to their objective. They will use their properties to provide themselves with protection while infecting nearby enemies, which uses them as an area of denial. Moreover, with enough mass from those clouds, they will create drones to assist, which in turn they will infect more with their disease-laced weapons.
They are also known for using their virus to potentially turn levels into Deadzone levels.
A Contaminator wields a powerful beam weapon.
Contaminator[]
They wore protective hermetically sealed suits and helmets that were made of durable materials matted in black that only revealed these variants' silhouettes that were faintly glowing their red mechanical eyes, but in some instances, additional armor pieces added to their overall protection. These came with an antenna on the back of their helmets, large and bulky backpacks, which I assume are their portable armored nuclear reactors to power their properties, bulky arm guards that are larger on one side than the other, and several packs and pieces of armor on their bodies.
If they manage to damage the armored reactors on their backs, it will result in a catastrophic meltdown.
Equipment[]
Contaminators are armed with heavy ordnance, preferably heavier beam weapons or other non-conventional energy-based weapons that are radioactive and destructive via explosion upon contact; they may also use machine guns or shotguns as standard-issue weapons.
The reactors on their backpacks also slowly emit radiation, contaminating the areas they pass through.
Properties[]
Contaminators will use their properties to contaminate the entire level with radiation, which also powers their other defensive properties, such as emitting a bubble of energy that not only protects them from harm while severely harming anyone with radiation, but also their allies who are inside the Contaminators' area will remain unharmed, implying they can somehow control fissile material with such precision through unknown means. Given enough time to spread its radiation, the area of effect is large enough to contaminate an entire level.
Strangely, they also control the temperature to such an extreme degree that while the radiation is greatly affected by it, these temperatures are exceedingly high, fluctuating two sides of the temperature in an instant; however, the farther it is, the less effective the temperature becomes. They emit a large protective bubble of radioactive energy in their position that shields them from any incoming attacks, while it can harm any attackers when they are in their bubble. Do keep in mind that their shield would take a significant amount of damage, and once the shield is ever destroyed, it will discharge outwardly.
In other instances, they may sacrifice some of the radioactive properties in exchange for something deadlier and anomalous, such as emitting strange phenomena that make any non-organic materials become rust until they become brittle and then crumble away while any organic beings gradually decay into dust.
If a Contaminator is required to irradiate the majority of the levels, they will deploy a bomb that explodes into blinding blue light similar to Cherenkov Radiation, as anyone who is contacted by the blue light will immediately die from radiation and become either charred or frozen from intense temperature, or simply vaporized. However, the bomb will take a long time to set off an explosion. In theory, it is possible to defuse it safely, as the witness has seen a Traveler successfully disable a bomb.
Behavior[]
Contaminators, like Vectors, did their part by contaminating any level they were currently occupying with deadly radiation, converting it to Deadzone class and effectively conquering a level.
They prefer to be defensive and would rather keep distance from their enemies. If they are with other Marauders or sub-entities, they will use them defensively, providing them for cover.
If a Contaminator were ever to be compromised, it would self-destruct along with its reactor, resulting in a catastrophic explosion and the release of radiation.
A Specter wielding a sniper rifle before vanishing. Take note of whether this is a decoy or not.
Specter[]
Specters dressed in either ponchos, ghillie suits, or cloaks and wore balaclavas for concealment, providing little to no protection, though other instances may be equipped with better protection and gear.
They have distinctive visors or headsets with red eyes situated in the center, while smaller auxiliary eyes are located where the eyes should have been, and in some instances, they have larger optics for better vision or integrated sensor hardware.
Equipment[]
Specters preferred silent and long-ranged precision firearms like sniper rifles or designated marksman rifles, as well as suppressed firearms and/or backup weapons in case they were compromised and engaged in close combat. In some instances, they were equipped with advanced rifles with unique ammunition that instantly hit upon firing or chasing their marked targets, or in rarer cases, some Specters would bring larger and heavier rifles with powerful caliber rounds.
They are also equipped with various traps, tools, and explosive charges that help their infiltrations.
Properties[]
Specters are known for their unparalleled marksmanship, capable of calculating a trajectory at a great distance in a short amount of time, which is guaranteed to hit their targets unless they are compromised or encounter their targets with some anomalous factors. They are so accurate that they can even intercept converging projectiles, demonstrating their inhuman reflex and accuracy.
Specters can make themselves invisible by absolutely becoming absolutely imperceptible[8], making them impossible to detect unless disturbed by physical interaction or other anomalous external factors.
In addition, they can make themselves phase through solid matter, and not only that, they can make their weapons as well, meaning they can possibly phase through objects until they reach their targets.
However, they cannot see them except with the assistance of their flying drones. They provide surveillance and reconnaissance behind the enemy lines. Much like their parent entities, they have invisibility and can phase through objects. With these drones, they can relay the enemies' position regardless of whether they are in cover, hiding inside any shelter or vehicle, etc., and they will accurately shoot them through it until their bullets hit their mark.
Additionally, Specters manifest decoys when they are compromised or when in need of a distraction. These decoys are not to be trifled with, as they are just as deadly as the originals. They can move and act on their own, and on rare occasions, the decoys will use their originals' properties as well, adding to the confusion.
Behavior[]
Unlike most of the variants, they are the least aggressive; however, they are the most notorious and the most cunning in the Marauders' units. Specters primarily specialize in assassinations, subterfuge, and reconnaissance. They are solitary entities; they prefer to be travelling alone and setting up sniper nests from afar, and then they would patiently wait for their assassination target or survey their areas while remaining concealed.
They are rare occurrences with these variants, such as when they infiltrate fortified and undisclosed places; they will disrupt or quietly dispose of any occupants whenever they come close until they finish their objectives and leave until the enemies realize that it was too late. As mentioned before, Specters are proficient and deadly snipers, using their properties and skills to outwit their enemies, especially the use of their decoys and the drones. They will deploy those elsewhere beforehand and set themselves in different positions that are meant to confuse them while gaining better tactical advantages. Their unparalleled marksmanship and reflexes allow them to spot farther and quicker than any seasoned snipers, so most of the groups' finest snipers will be immediately spotted and shot on the spot before they spot the Specters' position, whether they are decoys or not.
If they are cornered, they are either forced to fight their way out, or they will become invisible and phase through objects and/or deploy several decoys, though the latter seems to be used as a last resort since using them would strain their system's energy reserves, which would cause them to flicker in and out of their invisibility when using it too long.
A Havoc variant emitting black haze and its volatile particles and enhances its weapon.
Havoc[]
Havoc variants are outfitted in rugged body armor, armored helmets, armored pauldrons, and bulky gauntlets, with one of them having an aperture on it. Their leg armor and boots have boosters inside of them; for other instances, they noticeably have unique reactive armor plates strategically placed on their persons, or some unique instances would have their various strange armor models with different properties or functions.
Equipment[]
They are issued with standard shotguns, launchers, or any automatic firearms; they are equipped with several high-explosive grenades and any tactical explosive devices. Or in some instances, they were issued strange rectangular firearms with multiple barrels that line up with their magazines with their rounds stacked on each of them that are almost similar to that of superposed load weapon systems, and which fire at a ludicrous rate in a short span of time; otherwise, they were issued portable autocannons that fire special sabot rounds, and those sabot rounds would implode after impact.
Properties[]
They have strange black haze and volatile particles that are constantly emitting from their bodies and the gauntlets. Those particles are unstable; they contain powerful explosive force. These particles can set off explosions, varying from radiation blasts to localized vacuum implosions to simple combustible explosions.
Their properties are the control of these said particles without suffering any drawbacks while they create and manipulate. They are commonly used to transmute any objects and living beings into bombs, though the control and detonation of the explosion from these variants are unknown. There are limits, however, as they require close contact with their target in order for the target to become a bomb, and depending on the amount of energy that is transferred into their targets to set off a powerful explosion, the more energy they transfer to their bombs, the blacker the haze and the more particles would appear around them. However, they can bypass their limits by transferring these said bombs into others, which in turn become another bomb afterwards. Whether it came from explosion or by close contact, this indirect transferring of the energy can create a chain reaction of explosions or, in other cases, act as improvised combustible fuses to the main target if there are any long objects or spread-out materials for them to transmute.
If there is nothing for them to transmute, they can create powerful blasts from themselves without harming themselves; they can either use them offensively or for maneuverability, or they can create those floating volatile particles in the area, effectively laying down mines.
They envelop themselves in the black haze, and during their state, they become resistant to explosion or kinetic energy, and in turn, they will absorb those incoming attacks, which they will quickly charge their properties for during the duration of time.
If they were truly compromised or critically damaged, they would self-destruct, creating a catastrophic explosion resulting in anomalous fallout, which would leave those volatile particles in an affected area.
Behavior[]
They are aggressive with reckless abandon, transmuting anything and any enemies into bombs and setting off explosions one after another, creating chaos and panic. They are rather agile by blasting themselves on opposite sides, which enables them to take huge leaps, even take flight, or directly charge towards anyone while anyone suffers from their powerful backblast area.
A Whiteout wielding its ice axe, partially obscured by its cold mist.
Whiteout[]
Whiteout variants sported their distinct white winter jackets or parkas (unusual to the typical Marauders' black uniform) with winter camouflage patterns; they had several tubes attached to their outfits that traced from their packages or containers on their backs and their insulating gloves that contained unknown cryogenic material, along with several shutter vents that they used for discharging said cryogenic material.
They wore helmets that have matte black visors, and unlike other variants, their distinctive red eyes are digital instead, in the form of a single red circle that flickers or distorts visually whenever these variants react.
Their properties—they emit such an extreme cold temperature that it leaves frost and icicles from their boots while leaving this lingering cold mist that may form into dry ice suspended in the air and then fall off and dissipate afterward.
Equipment[]
They equipped unusual weapons such as guns that either launch hypervelocity icicles or sprayers that make any of those affected by them become brittle and vulnerable to incoming attacks or lead to deadly frostbite; otherwise, they were issued standard assault rifles, submachine guns, or shotguns.
They can be equipped with ice axes, or sometimes they have throwable tactical hatchets; their blades on their weapons produce extreme cold temperatures, which will freeze on the spot instantly upon contact.
Properties[]
The temperatures that they emit are extremely deadly, though very localized. The freezing temperature that these variants emit were inconclusive, but through observation and rare encounters of these variants, the level of such extreme cold temperature violates the law of gravity and/or physics, as anything within its range is suspended in the air, and then ice is formed from it, and any combusting flames would instantly shrivel and become either a small frozen statue or snow instead of extinguishing it.
They have also seemed to use it defensively, such as coating themselves with frost as durable armor, creating ice while suspending midair or as cover, or discharging mists to obscure vision or slowly freeze any approaching enemies and even freezing incoming projectiles to stop in midair.
As mentioned, the temperature they emit was extreme to the point of being anomalous in nature, such as the mist they emit creating floating ice and snow even when they are in dry heat areas, and when they create a large ice, they have powerful magnetic properties, whether they attract or repel, while not affecting any nearby Marauders and the sub-entities.
Whiteout variants can create a localized blizzard by expending their cryogenic materials profusely, the blizzard creating icicles, slowly freezing, and being shattered in their wake, but doing so would run out of their supplies of cryogenic materials and they would recharge to use it again.
When they self-destruct, their huge blast will instantly freeze within the inner radius of the blast and then create a snowstorm afterwards.
Behavior[]
They are rather aggressive variants while maintaining a defensive position whenever they are advancing, which is complemented by their properties.
They often disperse cold mist, whether they use it for cover or to make the enemies freeze to death or obscure their vision. They would potentially be freezing an entire level and changing them.
Or if they are on the defensive, they will create ice to fortify their levels while dispersing cold mists to slow down enemy advances.Unconfirmed Variants[]
Several undocumented variants exist, but various reports and recovered logs indicate otherwise. This is especially concerning because these incidents imply that there are an unknown number of Marauders lurking on uncharted clusters of conquered levels. For the time being, we must be cautious while also studying and/or gathering information whenever new unknown variants appear.
Sub-Entities[]
Entities that are the main forces of the group, apart from the Marauders. Most sub-entities are controlled and follow orders from the unseen figures, other specialized sub-entities, and the Marauders.
Here is the list:
Subverted Entities[]
Subverted entities[9] are a swarm of converted victims consisting of both wanderers and entities; they are easily identified by the masks with single red eyes on their faces. Marauders and other sub-entities control and coordinate these entities in droves.
These entities are extremely aggressive, to the point where they ignore pain, which allows them to survive and somewhat continue to function despite their serious injuries. However, while these sub-entities are capable of using any object as a weapon, they are not intelligent, and they will wander with reckless abandon, unaware of their surroundings. Their extreme aggression removes their self-preservation and the ability to ignore pain, making it difficult to kill vital parts of their body, which only last for a short time before expiring unless their heads are destroyed.
They frequently travel in hordes, and some have been seen traveling with a Marauder or other sub-entities in their horde, providing support.
These converted entities can also detonate themselves at the command of Marauders, the mask that causes these entities to explode and kill everyone in the area around them.
Most of these sub-entities are showing signs of various degree of injuries and degradation from previous conflicts while they are continue to wander or remain idle whereas other advanced sub-entities return to their posts for resupply and repair which it is evident of their neglect and being treated as expendables units.
Grunts[]
Grunts are possibly the next step of conversion into designated armed soldiers, implying that they pick among the hordes of Subverted Entities, preferably humanoid-type entities. They have better, more durable equipment, show signs of intelligence, and even demonstrate advanced combat training.
Unlike the hordes, they can express some basic emotions; however, they are not intelligent enough to make any strategies and follow orders from whoever controls them.
They do not have the distinctive red eyes; instead, they have fully enclosed helmets that give out a faint yellow glow in their eyes from their dark visors.
Autopsies suggest that their bodies have been modified with varying degrees of cybernetic implants, particularly their modified brains, as they have small unknown crystalline objects that have been inserted at the back of their necks; these are likely the chips that improve the victims' memories with preset that containing basic combat training.
It is possible that they were undergoing psychological reconditioning, and with the small chips implanted into their brains to make them into effective soldiers, there are some strange cases where they momentarily became confused or went into panic before they returned to normal.
Much like the Marauders, Grunts have variants that have specialties and roles in the field.
Coordinators[]
Coordinators are specialized sub-entities that can command Grunts and other lesser sub-entities with tactical skill. Similar to the Grunts, they are equipped with enhanced protection, access to more advanced weapons and gear, and a variety of tactical options at their disposal. They exhibit greater intelligence than the Grunts, enabling them to command lesser sub-entities while collaborating with other Coordinators and/or additional sub-entities (including Marauders).
They can issue various tactics, ranging from calling for reinforcements to requesting artillery strikes. Their primary responsibility is to lead attacks against most wanderers on various levels.
If a coordinator dies, the sub-entities will continue their objectives until another Coordinator or other sub-entities take over the command.
Raiders[]
Raiders[10] are considered to be the elite soldiers of their army. They are more intelligent and aggressive, but they lack any individuality and are completely emotionless, which in turn makes them more effective soldiers than lesser sub-entities. They bear similarities to Marauders, with the exception of the distinctive red eyes; instead, they have the same designs from the Grunts' enclosed helmets that reveal their cybernetic eyes through their black visors. They seem not to be able to take command of other lesser sub-entities.
Raiders are heavily modified, both cybernetically, and even genetically. Studies from the latest autopsies shown that their implants are far more advanced than any lesser sub-entities that have been implanted, such as dermal armor, cybernetic limbs, artificial hearts, along with extra reactors as backups, durable muscle fibers, sophisticated cybernetic nervous systems, etc. These implants and other unidentified organs seem to be finely integrated, albeit artificial, as if it were blurring between mechanical material and organic matter[11] rather than surgically replacing it, unlike those with other lesser sub-entities.
Much like the Marauders, they have the same properties as the corresponding variants; however, the effectiveness and quality of these sub-entities are subpar compared to the Marauders' effectiveness.
This heavy modifications implied to whoever responsible for converting these victims into Raiders are trying to replicate the overall durability and combat prowess of the Marauders. They intend to use these Raiders as reserves for the Marauders, making them formidable enough to pose a challenge to most enemies, including the Travelers.
Drones[]
Some Marauder variants and instances produce robotic entities. They varied in size and function, and they typically outnumbered their enemies. Marauders may also prefer these sub-entities over Subverted entities and proxies.
Some rare and unique drones, such as Slavers, Vectors, and Specters, will assist their parent entities and fulfill their specific roles.
Connections and Relations[]
Since they are hostile entities, every Backrooms group, and even entities, despises or fears them due to their routinely raiding and killing.
Groups[]
The majority of the groups are unaware of the Marauders' incursions, but a few are. In the end, Marauders will raze any establishments and kill everyone they come across before they have a chance to resist.
Major Exploration Group[]
M.E.G. is the first organization to contact these entities; this occurred when one of their outposts at an undisclosed level was assaulted by these entities; in reaction, they are investigated for the recent attack, only to return a few survivors.
Knowing the gravity of the situation, they desperately found new ways to deal with these entities, but they are not fit for war. As a consequence of these drastic measures, they will form an alliance, whether hostile to each other or not, and even employ or cooperate with the entities in this imminent war.
Backroom Colonists[]
They frequently attack multiple communities on every level they can find, raiding and terrorizing any colonists they can find in order to kill or convert them. When the Marauders attacked a settlement, they would either conquer it or burn it down, repurposing the level for their own use.
Few colonists were able to repel their attack, but only because their sub-entities attacked them instead.
Travelers[]
Marauders will either ignore and flee the Travelers or become hostile and charge at them with extreme prejudice, though they often choose the latter. Despite the Marauders' stark difference, these two opposing groups are equally formidable. Even when up against a group of powerful reality-warpers, their advanced technology and ruthless warfare are enough to compete with them, this fact alone implying that they can go up against any dangerous entity.
Despite the atrocities they commit, Travelers are hesitant to engage them and prefer to severely damage them to the point where they become inactive, along with their optics' self-destruction sequence, though disabling that function is unlikely. If that happens, they will capture them alive and bring them back to their base.
Travelers refer to them as "Sleepers" or "Soldiers" when referring to them with high regard, implying that they, too, are the victims and possibly controlled by greater forces, which is why they need to capture them alive.
A.E.G.[]
This group is actively against their invading efforts and would bring their army with the best equipment and experimental "anti-Marauder" technology to eliminate any instances. They have a huge effort to retake any Marauder-owned levels, or at least, eliminate them and their sub-entities.
They are willing to help with other groups, even the Backroom Colonist so much that they make a temporary truce just so that they have chances to thwarting off the Marauders' invasion forces.
There is a rumor about small elite task force and a research institute that specializes to hunt down or research any dangerous entities, but primarily hunting Marauder, to dispatch or capturing them into their rumored undisclosed research and containment facility.
Both A.E.G. and the Travelers have a strained relationship, to the point that A.E.G. distrust to the Travelers due their conflicting ways of how to deal with the Marauders. The A.E.G. accuses them and sees the Travelers and their group's representative, the Elder, as weak and naive entities, where they could have destroyed them with their properties, but the Travelers insists that they should be save and retrieve them, along with the sub-entities as much as they can.
This argument sparks a controversy among the wanderers and other groups; however, the Travelers remained stood by in their belief of saving them and in the future that the Marauders could help them in their cause.
Entities[]
They are, as usual, hostile to anything that opposes them. Regardless of the any of kind of entity they encountered, they are still aggressive and will attack on contact, and may convert them. Facelings are the example and they are the main target for conversion.
Encounter[]
It is almost impossible to deal with the Marauders due to their aggressive and destructive nature, but strategies along with enough manpower and firepower to kill a Marauder are enough, but consider this a pyrrhic victory. However, with their unpredictable behavior and use of sub-entities during their invasion, it is difficult to repel them.
However, their susceptibility to radiation makes it possible to deal with them, but this is only quickly countered by their use of anti-radiation treatment, which is readily available to all Marauders.
The only thing to use against them are dangerous entities, particularly powerful reality-benders, but those are hardly worth being an obstacle to the Marauders. But their real threat are the Travelers.
Every wanderer must immediately hide and retreat to safety, and if any Traveler intervenes to save a wanderer, it is best to do as they are told and hide, as the conflicting groups will begin to engage, resulting in catastrophic collateral damage on their battlefield.
Discovery[]
/// > Archived [Locked // Data scrubbing pending]
Additional Information[]
/// > Archived [Portions - Locked]
Addendum 16-01-001[]
Upon observation, it was revealed that one of the Marauders' fingers was twitching at irregular frequencies and intervals. This is not an isolated case, as the subverted entities are also exhibiting the same twitching behavior. It is possible that these victims and the Marauders may retain some semblance of independence or awareness; moreover, whenever the Marauders are exposed to the radiation and in pain, there are lapses of awareness and even rage, likely resisting their control until they return to their impassive demeanor.
In some cases, other sources reported that a Marauder will halt its assault, resisting its action, and even be begged by that Marauder as it tells them to leave, and once they leave, it self-destructs, preventing itself from harming others.
Whatever the Travelers stated about them is likely true about being regarded highly of them, that they are also victims, and the rivalry between two groups; they were intending to capture them alive, currently finding a way .
Addendum 16-01-002[]
Regarding the Marauders, the Traveler stated that there suits are based on the Marauders' forgotten prototype; however, it is unknown how it completed their project, which is supposedly impossible to recreate because it was made by their "Progenitor," their leader. This also begs the question of who repurposed and use it on the the Marauders.
Footnotes[]
- ↑ They are considered a hostile group due to their organized and militaristic structure.
- ↑ Otherwise, they assumedly would deliver these victims to their bases.
- ↑ Colloquially known as "drop pods."
- ↑ Strangely, they became confused, but they return into impersonal demeanor afterwards.
- ↑ Then later on, they would take them away, presumably taking them for conversion and/or further interrogation.
- ↑ Most wanderers call them the "Death Squad."
- ↑ It has been discovered that the virus in question is composed of sophisticated nanites that behaves like infectious pathogen than being a ravaging machines.
- ↑ From thermal, energy fluctuations, etc.
- ↑ They are called the "Cyclopean Hordes" or cannon fodders.
- ↑ Sometimes called the Cyborgs or Quasi-Troopers.
- ↑ These implants have traces of gold, marble, and/or gems, strangely similar to the Travelers' biomechanical materials.