Recovered Data File

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Intercepting lost transmission... █
"How the hell did they find us so quickly? Come on, get that barricade sealed shut! We've been under attack by the Marau- Fuck! They breached the first perimeter... Open all channels. Whoever hears this don't let them know where you are or you'll let them-"
"Jesus Christ! Command, we're being swarmed by those... damn 'people,' please respond!"
"Respond for fuck's sake."
"We're dying here. We need help!"
"This is Romeo-6 Leader to Actual, what's going on down there? Command? Anyone?"
"What..? Shit, really? We gonna let them know what really happened. Turn off the channel and don't let us know where we are." 
/// Witnesses terminated - Extracting data file...
/// Pursuing survivors...
/// Return mandatory objectives... █
Transmission located... █
/// > Entering Liminal Space... █
--- / Current Location [ Ontological Sector - Chimera AE-17/402.47 ]
--- [ Reality Cohesion - 22%
--- [ Ontographic Size - Immense
--- [ Ontographic Shape - Irrelevant
--- [ Metaphysical Resources - High / Foreign
--- [ Conceptual Relativity - Varied / Foreign
--- [ Reality Local Presence - Numerous / Varied, Local sub-sectors (Several Type-III anomalies)
--- [ Artifacts - Varied █
/// > Deploying Liminal Designated Sector - ####### █
// Deployment successful [ Unit ### ] is standing by and ready for assignment
--- / Assignments
] --- [ Native's GoI 3302.3 (Major Explorer Group) personnel has been gathering extensive intel and has been monitoring our activity in one of our units and designated sectors
] --- [ Apprehend the data concerning an enemy intel and counter-infiltrate their database then analyze for future purposes
] --- [ Be on high alert for this sector's locals (Varied Type-IV High-risk hostile anomalies) - Terminate, and convert them if necessary
] --- [ Return to assigned sectors █
/// > Assignment concluded
// Extracting archives - Exterminating survivors...
...
...
/// > Extracted
/// Research Database regarding similar archives - Analyzing
> [ 3302.3 Archive #991 / Caretakers ]
> [ 3302.3 Archive #1013 / Keepers ]
> [ 3302.3 Archive #1021 / Terminus - [ Variable ] ] - Primary target objectives
> [ 3302.3 Archive #1026 / Ultimatum Units ] - Minimal forces activity detected
> [ 3302.3 Archive #1262 / Relics ] - Primary target objectives
[Recovered Data File]...█
--- > [ 3302.3 Archive #1035 ]
__NOTOC__
=Marauders=
==Description==
Marauders are an invasive and violent group of humanoid entitiesThey are considered a hostile group due to their organized and militaristic structure. who they are known for raiding and conquering from various levels. Marauders will take levels that are safe and hospitable for their own, but they have also been reported invading entities infesting levels. Many thought they were constructing structures or converting them after they razed designated levels and then establishing their own as a type of base of operations. Their goal remained unknown, however, witnesses who survived the entities' assaults said that some of the levels they conquered caused it to crumble, thus destroying it. The M.E.G. is currently monitoring these entities' activities but must remain a low profile.
They are humanoids dressed in black and red tactical outfits and their distinct singular red mechanical eyes glow with intensity when engaging.
Marauders are hostile toward the Travelers, a group of reality-warping entities, and they will become aggressive upon contact.
==Overview==
They are terrorists or war criminals, and many of them despise or fear this group, with the exception of the Travelers, who believe they and the Marauders were once allies. Many wanderers and even some entities would call them derogatory names like "Cyclops," cementing their abhorrent reputation.
They are distinguishable by their red and black attire with military assets, but they are actually technologically advanced suits, similar to their rivals the Travelers, that include shields, an energy field coating on every Marauder's body, that protect them from harm before they have to contend with their durable armor where it appears it does not have one, and even worse, the heavier ones such as Destroyers and Contaminators are often equipped with heavier weapons and armor.
Their technology is incredible but dangerous, and they will use it against anyone who opposes them; they will immediately attack anyone and invade levels indiscriminately, making negotiations with the Marauders impossible. The most lethal weapon they have is their masks, which are similar to an eyepiece that Marauders have and use to make their victims submit to them. These controlled entities are known as Subverted entities, and they are used as slaves to bolster their forces or to deliver to others assumedly their bases.
=== Technology ===
Their technologies rival those of Golden Artifacts in the Hallowed Gate and Travelers, but some even exceed them. Theirs differ from Travelers in that they are created and powered by reality-warping properties that do not adhere to yet unaltered laws of reality, whereas Marauders' technology will intentionally violate it, even breaking it into destructive levels, to gain their advantages. Nonetheless, their technologies are as amazing as they are terrifying, and thus valuable if they ever get their hands on them, but the Traveler will often retrieve these after they defeat them.
Their notable piece of technology is the suits they wear (See Variants for reference) as they possess certain properties that the Marauders specialize in similar to the Travelers, as well as their arsenals resemble that of the Frontrooms as their firearms bear similarity to many manufacturers yet are vastly different due to their advanced technology.
=== Modus Operandi ===
As of now, they have been known for razing and conquering levels or allegedly destroying them, enslaving or killing indiscriminately both wanderers and entities alike but it seems too obvious and predictable why they are doing this in the Backrooms, trying to get an answer from the Travelers is inconclusive as we do though they will do their best of their abilities in order to stop the threat.
One says they spotted a wandering Marauder as though it scan its surrounding disinterested in razing where they stood and after that, they simply leave without any incident. For now, we are still discreetly investigating their activities as we speak.
==Biology==
It is unknown what they look like behind their attire, but they are not humans. They are both physiologically and physically resilient, capable of withstanding injury without wearing down or impairing themselves, and when they do injure, it does not shed blood instead broke off into white stone fragments of course 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 on their hands) dissipate into black smoke, leaving only their helmets intact.
Even when 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 or technologies from different variants and/or instances allow them to "repair" in such a way by illuminating themselves to the affected bodies with a strange light that progressively grows and recover on a damaged body, including their damaged suits until it becomes functional again. Marauders will also deactivate if their bodies are reduced by greater than 30% of their mass unless damaging their heads, will suffice to effectively incapacitate them.It is a common tactic for the Travelers to incapacitate in order to bring them back to their base.
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, but their reflexes and dexterity are greatly enhanced allowing them to easily move around obstacles and wield weapons. Their stamina appears to never wear out as they can sprint without stopping to rest, and even if they are heavily armored they do not feel exhausted by the weight of it.
Surprisingly, they are susceptible to radiation but resistant to it due to their suits' innate protection against radiation unless their suits are breached, in which case a Marauder will react by initially flinching and then progressively and visibly in pain; this requires more than 10 Sv or more before a Marauder will receive a painful stimulus, but this will not deter them from fighting. Unfortunately, the anti-radiation treatments they have will counteract this, as it will be treated almost immediately.
==Properties==
They are three sets of properties though one of which is considered to be naturally anomalous:
===The Gaze===
Every Marauder and sub-entity has a subtle yet lethal form of mental hazards when a Marauder is contacting any victims visually causing them to suffer various debilitating effects, this is not excluding Marauders but the sub-entities have these properties as well albeit weaker Marauders have more severe effects than the other sub-entities.
These effects are included and will manifest themselves in one of these effects during the initial exposure, and then in others:
*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 become; when they maintain eye contact for too long, they will lose their conscience or even 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 forcefully grip their victims' heads, forcing them to maintain eye contact with their eyepiece, which will quickly render them incapacitated. They use this to subdue their victim, after which they may convert or 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 of their own volition, will explode thus killing itself and those around them in the process, it makes a distinct beeping sound and then emits a bright red beam from its mechanical eyes prior to the explosion.
The blast of these entities is determined by the variants, and some of them will be left with dangerous hazards as a result.
This applies not only to the Marauders but also to other sub-entities as well though weaker.
===Immunity / Nullification===
Apart from their mental hazardous gaze, this is the only thing that the Marauders naturally inherit, and it is what makes them dangerous entities.
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, they have a disadvantage in that any anomalous properties that benefit the person are also nullified, and they may harm them indirectly and must be physical in order to receive damage.
The lengths of these nullification properties are undetermined, but it is safe to say that Travelers who use their powerful reality-warping properties have no effect on the Marauders, making them difficult enemies.
==Behavior==
They are ruthless and militaristic, attacking or converting anyone they come into contact with other than their own members. Marauders appear to be non-sentient, lacking individuality as if they were only there to stand and survey their surroundings until they react when they come into contact with their enemies. 
Likewise, they do not speak idly unless they took action and they will communicate with each other. If necessary, they speak to others than themselves, it describes the tone of their voices as monotonous scrambled by radio-like filters on it, often speaking with military terminologies and some of those words are not recognizable comparable to the Frontrooms.
They are frequently seen traveling alone and wandering aimlessly, most likely looking for something, and they rarely see or appear throughout the Backrooms, but they use their sub-entities in their place. They are, however, frequently seen in the Hallowed Gate, killing any inhabitants of the level, including the Paragons, and, in rare cases, competing with the Travelers for the artifacts.
When it comes to combat engagements, they are relentless and unpredictable, demonstrating their intelligence and superior tactics. Their strategies vary depending on each variant and their instances, making engaging these entities difficult and unpredictable. Despite going alone, their properties, weapons, and ruthlessness resulted in collateral damage in ample proportion.
They are also known for stalking their victims (preferably defenseless ones) by provoking them, causing the victims to flee safely in the hopes of seeking refuge in their settlements which condemns more victims to massacre and possibly enslavement.
When attacking a level, settlement, or specific targets, they will use their sub-entities to invade, often overwhelming them in large numbers, after which the Marauders will enter the field; however, some Marauders prefer to raid alone and will use their destructive properties instead. This attrition tactic has been proven to be effective, and once they succeed, they will proceed to convert the level, or for a few surviving accounts, they will destroy levels afterward; it is unknown why they would do this, but many speculate it was for resources.
==Variants==
As of today, multiple accounts reported from wanderers and agents have been sighted and mostly recorded, indicating that these Marauders have an army in their roster, which that is to be expected.
These variants are easily distinguished by their distinct uniformed appearances and properties. They are similar to Travelers in that they have distinct variants and respective roles to fulfill, with the exception that they appear to have certain behavioral patterns that they seem to follow on their own.
Do keep in mind that this was only recently studied in this current iteration of data and that while each variant's instance differs from another in terms of appearance, weapons, and even properties, their methods are fundamentally the same but never underestimate as they are still unpredictable.
There are currently 7 variants that have been currently documented:<tabber>
|-|Variant A=
==Insurgent==
Humanoids dressed in black outfits and sporting tactical armor with several protective armor pieces, an antenna on the backside of their helmets, a distinctive triangular faceplate attached with an optic in the center, mechanical arm guards placed on either side of their arms, and equipped with a backpack containing various accessories and tools.
====Equipments====
Insurgents are mostly armed with an unusual firearm, a rifle-like weapon that fires large metallic spikes to pierce any armored targets while dealing tremendous trauma upon impact, potentially shredding internal organs rather than passing through them, or they are occasionally armed with a shotgun that fires smaller shrapnel rather than pellets.
====Properties====
They use mechanical arm guards that send energy-like threads to entangle multiple victims at once if they are within their effective range, and they can also leave those tendrils without the need for their arms to emit acting as a trap in which the tendrils will react within its vicinity by stopping their opponents' legs effectively stopping them. 
In addition, Insurgents use grenades to create a temporal field that stops incoming fire and otherwise stops the aggressor when they get close to the grenades. They will also generate a wall of energy to shield themselves or to blast at their targets when it is released, instantly burning the victims within their range.
They are also known to jump or fly for short distances in short bursts, but this greatly accelerates the Insurgents and makes them mobile, allowing these variants to outmaneuver or intercept their targets.
Once more, they will use the tendrils on their arms to dig deep into any surface, causing it to crumble within the affected area, and then create powerful earthquakes that will cause the tendrils to emerge from the surface, whether to puncture or restrict the area's debris affected by the tendrils are also lifted in the air and will be manipulated by the Insurgents, either crushing them with debris or violently tearing their targets apart.
====Behavior====
These variants are aggressive, constantly pressuring and pushing their opponents to overwhelm and corner them with their relentless assault, which is complemented by their properties. They also constantly halt their opponents' movements by using tendrils and temporal grenades, which then finish them off.
They are also maneuverable and responsive in flight, allowing them to evade while continuing to attack.
Because of their aggressive nature, they will also summon Proxies to further overwhelm their opponents.
|-|Variant B=
==Slaver==
Humanoids dressed in black and red tactical attire, a distinctive helmet that funnels down showing red optic, a light tactical vest with various gadgets, mechanical arm guards on either side of their arms, the antenna is placed on their backpacks but in some cases is placed on their helmets instead. 
====Equipment====
They are armed with firearms that fire a concentrated beam of light that blasts or burns on contact or appears to be set to penetrate armor. Others use fast-firing weapons that fire a volley of beams in quick succession.
The backpacks they carry contain a device that produces small robotic drones in a manner similar to that of a factory, albeit small and portable. These drones vary in function and appearance, but they all take the form of an arachnid or other arthropod creature.
====Properties====
Slavers rely on their drones, and the drones vary, making this variant a versatile enemy capable of everything from attacking to repairing or even building structures. Given the size and time required by the Slavers, they can produce a large number of drones.
They also drop rectangular devices that, when activated by a red light, produce a larger drone that slowly assembles into function. These drones are similar to their smaller counterparts, but their size allows them to be fitted with more firepower, such as artillery batteries or a defensive energy field that protects them from incoming attacks.
====Behavior====
Slavers are in charge of capturing both wanderers and entities and converting them into Subverted entities using their drones in large numbers. As a result, they quickly capture them in a colony or level by swarming and overwhelming their enemies. They are not defenseless despite their reliance on drones; they will outflank their opponents with agility and distract them with their drones in order to kill them. They will also use Subverted entities in order to overwhelm them.
They will use every drone at their disposal, with larger ones providing heavier firepower and breaking through enemy lines in tandem with smaller drones.
They rarely call Proxies as it seems redundant given that they have drones they can use unless they are truly in danger.
|-|Variant C=
==Destroyer==
Large humanoids clad in heavy and bulky suits of armor, along with the frame of their armor have an armored exoskeleton fixed at the side of their extremities and their backs providing support for the Destroyers' extreme weight, it is said their armor housed sophisticated hardware and guns that allow it to hide them, additionally, they are modular thus every Destroyer has a variety of arsenal at their disposal.
Sporting in ludicrous heavy yet extremely durable armor with multiple layers to provide more protection than any variant. Such they have large helmets with multiple armor plates on them as well as cumbersome neck guards to protect the vital parts of their upper bodies, their arm guards and leg armor are bulky but are mounted with several pieces of hardware or weapons for them to use, and their leg armors are incredibly heavy enough to make audible noises and shake the ground when they step yet somehow delicate enough to not break as something like wood possibly that makes them lightweight.
====Equipment====
They are armed with large and cumbersome weapons such as missile launchers, railguns, autocannons, and other heavy ordnance. This includes arm guards and leg armor outfitted with weapons ranging from flame throwers to launchers that fire smaller rockets and more.
====Properties====
Due to the heavy armor that Destroyers wear, their arsenal is varied. According to one report, some of these instances have been coated in a strange dark material with red reflection, making that variant seemingly invulnerable to any form of attack, and others have reported it glows red and yellow, making them even more aggressive with the intensity of their weapon and mobility.
Their arm guards can also form an energy wall to deflect an incoming attack, and the weapons hidden within their armor can emerge from it and fire independently in different directions. They are also seen assisting themselves and others by producing a drone to repair or shield themselves with energy shields.
They are also capable of flying to compensate for their sluggish movement. They use it to accelerate forward to such an extent that it will destroy anything in their path, and when combined with their weight, it is strong enough to destroy tough walls and will remain accelerated until they desired to stop.
====Behavior====
Destroyers are extremely aggressive due to their near-invulnerability and overwhelming firepower; as a result, they will frequently lay siege to well-defended areas that need to be destroyed and slaughter anyone in their path, leaving few to no survivors. Despite their size, they are surprisingly agile for a variant, as their flight capabilities allow them to evade.
This variant will also seek assistance from Proxies. These Proxies are as powerful as their parents.
|-|Variant D=
==Vector==
Donned in black lab coats with light body armor, as well as strange helmets that have an inner structure as if it were a computer or something of the sort, they have their antennas placed on their backpacks, and their arm guards are light barely providing protection but have unique components that will be used for their properties later.
====Equipment====
They are armed with unconventional weapons, most notably beam weapons; the beams they fire can infect the target with lethal pathogens, and it is unknown how the pathogen can ride along with the beam. Other Vectors use automatic firearms to fire syrettes laden with infectious diseases, which they inject into their victims infecting them in the process, or the syrettes occasionally burst into a cloud.
They also have canisters and vials found on their suits that they use as grenades.
====Properties====
Vectors engaged in destructive biological warfare using their said containers, which dispersed into the sickly green and red cloud of disease. The canisters have a variety of functions for the Vectors to use though most commonly they simply infect targets. Strangely, they can infect electronics and any machines causing them to break down while growing in mass until it stops. 
Evidently, the virus does not harm any Marauders, only their enemies, and it appears to move towards a specific location to infect victims from inside instead of being carried away by the wind, implying that the Vectors manipulate the virus with such precision through unknown means. In addition, they can use their projectiles that have been laden with a disease when the projectiles came through the dispersed smoke to not only hit their targets but to infect them at great distances.
Even more bizarre, is that they can recover from their injuries through the use of the pathogen they release effectively repairing them back to function or shielding them from harm as if they were blocked by the cloud of diseases, additionally, they can manifest robotic drones either from the clouds given enough mass depending on how large it needs to create, or violently tear open and emerge from the infected victims.It has been discovered that the virus in question is composed of sophisticated nanites that behaves like infectious agents than being a ravaging machines.
====Behavior====
While they are destructive, they are eerily calm walking in their wake amidst the atrocities they committed (possibly exhibiting sadism). They took a supportive role when they are with other Marauders and their sub-entities with their said properties to increase their survivability.
They are also known for using their virus to turn levels into Deadzone levels, though the process of turning is unknown.
They will send Proxies to help them if necessary, and they will convert anyone they see, though they frequently kill them.
|-|Variant E=
==Contaminator==
They wore protective hermetically sealed helmets made of durable glass matted in black that only revealed these variants' silhouettes faintly glowing inside, but in some cases, additional armor pieces like visors or installed heavier helmets integrated into the rest of their suits added to their overall durability. These came with an antenna on the back of their helmets, large and bulky backpacks with these glowing objects on them assuming their portable nuclear reactors to power up their properties, bulky arm guards that are larger on one side than the other, and several packs and armor on their body.
As heavy Marauders, they have seen their suits integrated with exoskeletons providing strength and durability situated on the side of their suits from legs, arms, and backs. They are not as durable as the Destroyers due to their armor, but they do have energy shields instead.
If they manage to damage the reactors on their backs, it will not only result in a catastrophic meltdown, but it will also leak radiation.
====Equipment====
Contaminators are armed with heavy ordnance, preferably heavier beam weapons that are irradiated and destructive via explosion upon contact, they may also use machine guns or shotguns as backup weapons.
The reactors on their backpacks also slowly emit radiation, contaminating the areas they pass through.
====Properties====
Contaminators will not hesitate to use their properties to contaminate the entire level with radiation, which also powers their properties such as emitting a bubble of energy that not only protects them from harm while severely harming anyone with radiation, but their allies who are inside Contaminators' area will remain unharmed, implying they can manipulate radiation 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 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 temperature became less effective implying the central source of this temperature is from those variants though the effective range is yet undetermined, despite this, the Marauders will remain unharmed if anything, it benefits them:
If it is freezing, it will cause an entropic phenomenon in which the affected area instantly freezes and becomes brittle, so cold in fact that any moving objects, especially falling objects, will stop in midair, whereas the Marauders will become resilient to any damage due to the anomalous nature of the cold; however, if it is hot, the affected area will begin to combust, resulting in a random manifestation of the anomalous ball of fire that chases any hostile down or stream of flame emerging from the surfaces, while the less effective may not be as dangerous as the center of the source but will ignite by a simple motion, thus burning whoever tries to enter the area of effect, as for the Marauders, this affects their weapon improving their combat while burning their enemies with the anomalous heat.
They, like Destroyers, can fly and maneuver in all directions to help with their slow mobility.
If a Contaminator is required to irradiate the majority of the levels, they will use 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, but the bomb takes 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 the level quickly.
They also prefer to use defensive tactics, approaching their destination slowly and using their radiation and anomalous properties to slowly kill their victims before they arrive, while protecting other Marauders or sub-entities from harm.
They'll send Proxies to help them, especially in guarding the planted bomb.
If a Contaminator is compromised, it will self-destruct along with its reactor, resulting in a catastrophic explosion and the release of radiation.
|-|Variant F=
==Specter ==
Specters dressed in a coat and balaclava who use it to hide from engagements. They often wear little to no armor, providing no protection at all, but never underestimate them as what they wear is still durable enough to withstand some attack and they have only a little equipment to make them agile, though some Specters will have more equipment and better protection at the expense of their mobility.
They have visors with optics in the center and smaller optics where the eyes should have been, but in some cases, they wore helmets for added protection, an antenna on the backs of their shoulders, and arm guards with little to no armor.
====Equipment====
Specters preferred silent and long-ranged weapons like sniper rifles or designated marksman rifles, as well as suppressed firearms and backup weapons in case they were compromised and engaged in close combat.
If they need to sabotage, they will plant bombs in an unsuspecting area, regardless of the time or distance.
====Properties====
Specters are known for their unparalleled marksmanship, capable of calculating a trajectory at a great distance almost instantaneously which guaranteed to hit their targets unless they encountered their targets with some anomalous factors. They are so accurate that they can intercept converging projectiles, demonstrating their inhuman reflex to stop fast targets with quick and snappy aim.
Specters are typically hidden away by becoming invisible not only to vision but also to temperature or even anomalous meansAn intelligent entity would describe these Marauders as "soulless" beings that would find them abhorrent, making them impossible to detect unless disturbed by sound or interaction with external sources.
This only enhances their covert expertise by making them intangible, as if able to pass through solid matter, and it also affects their weapons, which they can fire through and hit their targets without being detected, especially when dealing with any armor like tanks or behind cover which can easily shoot through them. They became completely undetectable in tandem with their invisibility, but it seem to be taxing on the Specters as it flickers before it reveals itself.
They additionally utilize flying drones that can conceal themselves, much like their parent entities, as surveillance and reconnaissance support, which they use to either monitor their targets or assist Specters' marksmanship in tandem with their scouting capabilities which allows them to fire in impossible angles, however, some instances also perform other functions that help the Specters to some extent.
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 original instances, allowing them to move to their will, and on rare occasions, the decoys will use their original's properties as well, adding to the confusion.
====Behavior====
Given that the Specters have less firepower than the other variants thus they are the least aggressive or destructive among the Marauders' roster, however, they are the most notorious of all entities as they are infamous for being as undetectable assassins or saboteurs that many victims are completely oblivious of their presence until it is too late, and this causes widespread paranoia throughout the Backrooms, especially for the key members from different groups are needed to be protected.
In engagements, Specters will be constantly on the move or may use decoys in various positions to kill and confuse their enemies.
When a Specter is compromised it does not mean they are vulnerable to close-quarter engagements and they are still deadly as they are very nimble in their movement complimented by their ghostly-like properties, though typically they will retreat and relocate into a new position but if they have no choice but to engage they are highly aggressive where they will press their opponents and flank them in the blind spot to finish them off.
Specters are nearly impossible to detect due to their properties unless through anomalous means of detecting them or overwhelming them to force them to reveal themselves.
Specters, unlike the other variants, do not appear to call Proxies to assist even when threatened, instead they use decoys and they will retreat if they can.
|-|Variant G=
==Havoc==
Havoc variants are outfitted in body armor that protects them while allowing them to move unhindered.
They have armor plates on their extremities, several packs and containers on their lower abdomen, armored helmets with plated optics, layered with neck guards, an antenna located on either of their backpacks or helmets, and armored arm guards, one of which is more heavily armored than the other.
====Equipment====
They are outfitted with unusual weapons such as guns with multiple barrels that fire at a staggering pace, heavier shotguns with large shells, or are sometimes outfitted with basic firearms that are sufficient because their destructive properties allow them to cause severe damage.
====Properties====
Havoc charges up volatile energy, which is visible as a swirling red and black haze emitting red and yellow particles around their affected arms and legs. The longer these variants charged, the more volatile and dangerous Havoc became.
When their energy is released, it causes a violent explosion, and the longer the charge, the larger the explosion. They can, however, be used for a variety of purposes, including the ability to transfer to any object and living targets via their charged state, effectively becoming a bomb as something as small as a pebble becomes unstable and blows up into a destructive level of explosion given they require enough energy to work. Any object or debris in the air can use them to propel themselves into lethal projectiles. It is unknown how they transfer and control their energy to the objects.
Not only that, but they can transfer their energy to anything, such as air, causing it to become a volatile gas that explodes in flames, or long objects such as ropes or spilled water, resulting in a chain reaction of explosions and then exploding violently at the end of it. This also improves their weapon's destructive capabilities.
They also use those as traps, turning any inconspicuous objects into traps, which detonate either due to proximity or by remotely detonating it; it is unknown how they manipulate those traps, especially when they are far away from their traps. Again, it should be aware of any perceptive wanderers to any traps affected by the Havoc variants from their faint reddish glow, especially since it glows intensely when someone is in their vicinity before it sets off.
They are also known to charge up and detonate themselves, but they will remain unharmed, making them immune to any explosions or resistant to any kinetic energy, and this will charge their properties even further.
They can propel themselves by blasting their bodies unharmed, allowing them to burst in strong acceleration and fly in short bursts that allow them to not only evade but also retaliate against any attackers.
====Behavior====
If the Havoc entity manages to physically contact the victims, they can make them unstable with volatile energy, resulting in immediate death due to explosion, or they can use them as bait to any unaware victims to help them until they detonate.
When they are truly overwhelmed or compromised, they will explode, resulting in a catastrophic blast that will also kill the Havoc.
They will send Proxies and, unusually for Marauders, they will frequently use them as suicide bombers as well as their sub-entities to detonate their target.
</tabber>
===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 served and/or controlled by the Marauders through unknown means; these sub-entities also provide information to the Marauders; however, the range for these sub-entities to control or receive information is unknown; if left on their own, they will continue as their supposed command.
There are three sub-entities:
====Proxies====
Strange humanoid robotic entities have been spotted assisting the Marauders in their mission. Their design is grandiose, with a chassis made of marble and steel and some of their bodies shaped geometrically, almost like Constructs from Hallowed Gate. The two pairs of arms they share are for manipulation and the other are integrated into weapons that vary depending on the situation.
They, like Void Cells and Constructs, have regenerative properties and will regenerate if severely damaged, though they do not appear to have a core. However, they have other specific properties to some Marauder arsenals depending on which variants they emerged from, though these are limited.
They appeared as spatial rifts whenever the Marauders required them.When Marauders summon them, about 4-6 Proxies appear.
They may convert victims into Subverted entities and appear to command them in the same way that the Marauders do.
====Subverted Entities====
Subverted entities, Converted entities, or "Cyclopean Hordes," are a swarm of converted victims made up of both wanderers and entities that can be identified by the mask with a single red optic on their face. Marauders and Proxies control these entities.
These entities are extremely aggressive, to the point where they ignore pain to allow themselves to survive and function in spite of their serious injuries. However, these converted entities are unintelligent yet capable to use any object as a weapon, depending on whether the victims are human or intelligent humanoid entities. Their extreme aggression lacks 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 immediately.
They frequently travel in hordes, and some have been seen traveling with a Marauder or Proxies 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. They treated those with negligence, showing signs of injuries from previous conflicts, and if they were deemed useless, they either left them dead or detonated if hostiles were to be used.
==== Drones ====
Some Marauder variants and instances produce robotic entities. They varied in size and function, and they typically outnumber 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==
Because they are extremely hostile entities, every Backrooms group and entity despises or fears them. They routinely raid and conquer an unspecified number of undiscovered levels and settlements.
===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-benders, their advanced technology and ruthless warfare are enough to compete with them, implying 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 regard, implying that they, too, are victims and possibly controlled by greater forces, which is why they need to capture them alive.
===Entities===
They are, as usual, hostile to anything that opposes them. Regardless of the type of entity they encountered, they are still aggressive and will attack on contact, with the possibility of converting dangerous entities to their side.
====The Crimson Wanderer====
The Crimson Wanderer had previously encountered a Marauder, and he despised them after witnessing them slaughter innocent people in front of him; he engaged it in combat but was severely injured, and strangely, a Marauder who attacked fled for no apparent reason.
There is a unique case involving him and his subordinates, the Squires, who encountered a unique Marauder in the Hallowed Gate, having them describe it as "malicious" and mentioned about its helmet possesses skull-like features, the entities fought this Marauder in question not long ago, and even then, this lone Marauder proved enough to be a difficult enemy to deal with, but they managed to kill it and barely survived from its self-destruction.
These entities are often called "Mindless Puppets," "Murdering bastards," or "Iron Freaks" to insult them whenever they can.
====The Dark Sovereign====
The Dark Sovereign is also encountered by these entities, though he is not pleased when a Marauder attacks him without reason and flees unscathed; however, in light of this discovery, the Dark Sovereign believes that these Marauders, like the Travelers, do not belong in the Backrooms.
It is true that they (the Marauders) have an army, but he is unsure why they are not yet invading our area in full force; it is assumed they are only scouts, and he states, "Exploiting all of our fears, and weaknesses, yet they did not do so out of cruelty or malice." and when he describes them, "Abhorrent soulless things."
==Encounter==
There is no way to deal with the Marauders due to their advanced weaponry and superior warfare, but some clever strategies and enough men 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 is the Travelers, who have been in conflict for a period of time and both of them cause casualties over time in every reality other than the Backrooms.
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 15A-020A===
The Travelers appear more hesitant when they are about to neutralize them, but the Marauders either flee the battle or self-destruct, killing the Marauder in an instant. If a Marauder dies and their helmets are left behind, a Traveler will pick them up and dematerialize them, possibly using teleportation to move them elsewhere.
===Addendum 16-01-001===
Closer inspection revealed that one of the Marauders' fingers was twitching at irregular frequencies and intervals. This is not an isolated case, as the Subverted entities exhibit the same strange twitching behavior. It's possible that the victims retain some degree of independence, and it's also possible that the Marauders were victims before they changed into what they are now.
=== Addendum 16-01-002 ===
Regarding the Marauders, the Travelers' 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 created these and forced the Marauders to use them for such cruel purposes.
=== Event Report 003 ===
In rare instances of their invasion, Marauders will form a group, which Wanderers will often refer to as a "Death Squad." The purpose of these varied from the quick takeover of the level to the complete annihilation of their targets; these may also have faced higher threats. Some survivors claimed to have seen these strange Marauders with skull-like faceplates, similar to those described by the Crimson Wanderer and the Squires.
These Marauders with these skulls are simply known as "Skullies," or "Manics" and they only appear during these specific events or see them occasionally engaging in combat with the Travelers. Unlike their normal counterparts, they do not no-clipping instead they appear by dropping transport pods either opening rifts.
===Footnotes===
Decrypting files... █
/// > Database intrusion detected
// Locating intruder...
/// Triangulating intrusive sources...
/// Locating... █
/// > Intruder located
// Identifying target
/// > Target identified: // Ontological Location: ###### (Ontological Sector: ###### // Sub-Sector: ######)
--- / Mandatory Objective reminder
--- [ Neutralize the target - Convert and exploit the target if necessary
--- [ Expect locals' resistance and intervention from Ultimatum units
--- [ Return to your designated Liminal Sub-Sector and wait for further updates
/// > Transmission terminated
/// > Preparing for counter intrusion
/// > Dispatching unit... █
<choose uncached>
<option>/// > Unit #### Dispatched/// > Termination in progress... █</option>
<option>/// > Unit #### Dispatched/// > Termination in progress... █</option>
<option>/// > Unit #### Dispatched/// > Termination in progress... █</option>
<option>/// > Unit #### Dispatched/// > Termination in progress... █</option>
<option>/// > Unit #### Dispatched/// > Termination in progress... █</option>
<option>/// > Unit #### Dispatched/// > Termination in progress... █</option>
<option>/// > Unit #### Dispatched/// > Termination in progress... █</option>
</choose>
Category:Entities
Category:Dangerous
Category:Groups
Category:Incursion Canon
Category:Marauders