Broodling
(Version 1.00 - Last Modified: 07/12/2002)
History
The Broodling is a unique Zerg creature in that it is not created from a larva, instead
a Broodling is spawned from a host that has been infected by a Queen creature. The
Broodling develops rapidly inside the body of its host and will quickly devour it when
it has reached full maturity. The Broodling is a short-lived creature used for scouting
and attacking behind enemy lines. Broodlings are fast and deadly, but are still weaker
then a Zergling, which is considered to be the weakest of the Zerg strains. For more
details on how a Broodling is created, see the description of the Zerg
Queen.
Broodlings have very limited intelligences when left on their own and will mindlessly
attack any non-Zerg units around them. If there is nothing to attack, the creature will
often sit still until it dies. Broodlings attack by using extremely sharp and powerful
claws similar in design to those used by Zerglings.
Racial Statistics
- Racial Type: Zerg, Supernatural Creature - Minor
- Alignment: None, considered to be an evil animal.
- Attributes:
- I.Q.: Low Animal Intelligence, considered an IQ of 1.
- M.E.: 7 (5+1D4)
- M.A.: 3 (1D6)
- P.S.: 11 * (8+1D6)
- P.P.: 12 (10+1D4)
- P.E.: 12 * (10+1D4)
- P.B.: 3 (1D6)
- Spd: 23 (20+1D6)
- * PS and PE are considered supernatural
- Size: 2' (0.6 m) high, 2' (0.6 m) wide, and 3' (0.9 m) in length.
- Weight: 50 lbs (22.7 kg)
- M.D.C.: 42 in magic rich areas (PE attribute +1D6x10)
- M.D.C. Armor Rating: See ability number 3, Armor, under the Natural Abilities section.
- S.D.C.: 20 in non-magic rich areas (1D4x10)
- Hit Points: 38 in non-magic rich areas (PE attribute x2 +4D6)
- Armor Rating: See ability number 3, Armor, under the Natural Abilities section.
- Average Life Span: One hour after spawning from its host creature.
- Horror Factor: 12 normally, but 16 if the creature has just emerged from a host.
- P.P.E.: 10 (3D6)
- Magic Powers: None
- Natural Abilities:
- Burrow:
Many land-based Zerg creatures have the ability to burrow underground. This provides
the Zerg some measure of protection from attacks and allows them to ambush
unsuspecting opponents. The Zerg creatures can burrow up to 100' (30.5 m) in
soil, sand, and similar material and only 10' (3.1 m) in solid rock. Opponents
have a penalty of -25% to their detect ambush skill when trying to find a
burrowed Zergling.
- Armor:
All Zerg creatures have incredibly tough exoskeletons that reduce the damage that
they receive from any incoming attacks. Reduce all damage from any source by 3
points. For example, if a volley of mini-missiles inflicted 66 points of damage,
it would be reduced to 63 points of damage. Damage cannot be reduced below zero.
The creature has an M.D.C. Armor Rating of 7 in magic-rich environments.
- Regeneration:
A feature from the original Zerg creature, the Broodling can regenerate at an
amazing rate, and can regenerate whole limbs and body parts. The creature
regenerates at a rate of 2 M.D.C. per melee. It will take five minutes to
regenerate a leg, twenty minutes to regenerate an eye, ten minutes to regenerate
a mandible (needs both mandibles to perform a bite attack), and fifteen minutes
to regenerate a claw arm.
- Hive Mind Immunities:
From the fact that at a basic level all Zerg share the same mind as the Overmind,
individual Zerg creatures are very resilient to mental attacks. Any mind
altering or mind affecting spells or psionic powers such as sleep, possession,
or hypnotic suggestion will not work on a Zerg creature. This also functions as
a permanent Mind Block on all Zerg creatures.
- Survival Instincts and Immunities:
From the ingrained survival instincts that were developed by evolution and the
Xel'Naga, and incorporated by the Overmind, all Zerg creatures are immune to
diseases, toxins, poisons, and gases, both normal and supernatural. The Zerg are
also unaffected by Horror Factor and Awe Factor and any attempts to intimidate them.
With the assimilation of several space borne creatures, all Zerg can function
completely normally in space, in an atmosphere, or underwater, with no maximum
depth, with no penalties. Zerg creatures can survive temperatures between -200
to 500 degrees Celsius. Land based Zerg creatures have no way of propelling
themselves in space besides pushing off from solid structures.
- Combat Skills: 3 attacks per melee, +2 to strike, +1 to parry, and +2 to dodge.
- Damage: A Claw Jab inflicts 2D4 M.D. with a W.R. (Weapon Rating) of 7, a Claw Slash
inflicts 3D4 M.D. with a W.R. of 7, a Bite inflicts 1D6 M.D. with a W.R. of 6, and a
Ram Attack inflicts 1D4 M.D. with a W.R. of 6. In magic-poor environments, attacks inflict
S.D.C. damage.
- Bonuses: +1 to save vs. all types of magic and +1 to save vs. psionics (counts as a
non-psychic).
- Penalties: Broodlings have no long range attacks and a very short life span, and
if left alone, with no targets around them, they will usually sit motionless unless
directed otherwise by the Overmind, a Cerebrate, or an Overlord.
- Natural Skills:
- Land Navigation (60%)
- Prowl (60%)
- Allies: The Zerg have no real allies, but since the death of the Overmind, several
independent Cerebrates have banded together and given each other aid.
- Enemies: The Zerg have made many enemies over the millennia that they have been
traveling throughout the galaxy.