Devourer
(Version 1.00 - Last Modified: 07/15/2002)
History
The Scourge creatures were to be Zerg's only defense against
powerful airborne attackers, such as fighters and spaceships, but while they proved
quite effective, they were not perfect. In a battle, many Scourge creatures would be
sent off against a single enemy spaceship, but as few as 10% were likely to make it
through the enemy's defenses in order to damage the ship. While the Overmind cared
nothing about casualties, it did realize that this was not the most efficient means
of dealing with airborne attackers.
Well into the invasion of Aiur, the Overmind ordered Sarah Kerrigan to begin
research into developing a new strain derived from the Mutalisk. From
Kerrigen's imagination and her knowledge of genetics gained from the Overmind,
she developed a new strain without needing to assimilate any new genetic
material into the Swarm. Her creation, named the Devourer, is the largest Zerg
creature, even larger than an Ultralisk, and very tough. The Devourer would be
able to deal with enemy fighter without additional support and when used in
assaults against spaceships, they would provide much needed support for the
Scourge creatures.
In addition to its thick armor, the Devourer can fire a powerful acid compound at
its target, similar to the Guardian's attack. While not as powerful as the
Guardian's Plasma Acid compound, the Binding Acid attack of the Devourer had
additional properties that helped Zerg creatures and hindered their enemies.
The acid had magical properties added by Kerrigan that enhanced the damage it
inflicted and restricted an enemy's maneuverability.
Racial Statistics
- Racial Type: Zerg, Supernatural Creature - Major
- Alignment: None, considered to be an evil animal.
- Attributes:
- I.Q.: Low Animal Intelligence, considered an IQ of 6.
- M.E.: 14 (12+1D4)
- M.A.: 3 (1D6)
- P.S.: 24 * (20+1D6)
- P.P.: 14 (12+1D4)
- P.E.: 18 * (15+1D6)
- P.B.: 3 (1D6)
- Spd: 500 mph (805 km/h)
- * PS and PE are considered supernatural
- Size: 60’ (18.3 m) long and 10’ (3.1 m) wide, with a wingspan of 25’ (7.6 m).
- Weight: 20 tons (18.1 metric tons)
- M.D.C.: 930 in magic rich areas (PE attribute x50 +1D6x10)
- M.D.C. Armor Rating: See ability number 3, Armor, under the Natural Abilities section.
- S.D.C.: 400 in non-magic rich areas (1D4x100+200)
- Hit Points: 420 in non-magic rich areas (PE attribute x20 +3D4x10)
- Armor Rating: See ability number 3, Armor, under the Natural Abilities section.
- Average Life Span: 150 years after transforming from a Mutalisk.
- Horror Factor: 15
- P.P.E.: 130 (3D6x10+20)
- Magic Powers: The creature has magical abilities that have been built into
its genetic code by the Overmind. For an initial cost of 10 PPE and 1 PPE for every
ten minutes thereafter, the creature can magically fly in space, and for an initial
cost of 15 PPE and 2 PPE for every ten minutes thereafter, the creature can fly at
ten times its normal speed.
- Natural Abilities:
- Binding Acid Spores:
Devourers fire an acid compound that not only corrodes its target, but also becomes
an adhesive that will slow maneuverability. The attack has a range of 30 miles
(48.3 km) both in an atmosphere and in space, and when it hits its target, it
will damage other targets within 20’ (6.1 m) of where it hit. The acid will do
2D4x10 M.D. when it hits and an additional 3D6 M.D. at the beginning of each
melee for the next 2D4+2 melees. The Acid Spores have a Weapon Rating of 12. The
adhesive aspect of the acid will affect systems depending on where it hits. If the
acid hits the main body it will have no effect. If it hits the engines, then the
affected engine will lose 10% of its maximum speed for each acid spore that hits it.
If it hits a weapon mounted in a mobile turret, then the turret will lose 10% of its
maneuverability, 5% of its total damage, and has a penalty of -1 to strike for each
spore that hits that weapon. If the spores hit a fixed weapon mount then the weapon
will lose 5% of its total damage and has a penalty of -1 to strike for each spore that
hits that weapon. If the spores hit a missile launcher, then there is a 2% chance per
spore that each missile fired from the launcher will explode as soon as it launches,
if the missiles have a delayed arming then they will become stuck and no further
missiles can be fired from that section of the launcher. The acid spores have been
magically amplified and will act as a beacon to Zerg creatures, improving their aim and
giving them a bonus of +1 to strike that section for each acid spore located there. Acid
spores will last for 1D4 minutes and no more than nine spores can affect a given area at
any one time, although more can be fired to inflict further damage. A Devourer holds 60
Acid Spores at any given time and regenerates three spores every melee, so it would take
5 minutes to completely regenerate all of its spores. The creature has a bonus of +4 to
strike with its Binding Acid Spores.
- Armor:
All Zerg creatures have incredibly tough exoskeletons that reduce the damage that
they receive from any incoming attacks. Reduce all damage, either from normal or
magical attacks, by 10 points. For example, if a volley of mini-missiles
inflicted 66 points of damage, it would be reduced to 56 points of damage.
Damage cannot be reduced below zero. The creature has an M.D.C. Armor Rating of 8
in magic-rich environments.
- Regeneration:
A feature from the original Zerg creature, the Guardian can regenerate at an
amazing rate, and can regenerate whole limbs and body parts. The creature
regenerates at a rate of 10 M.D.C. per melee. It will take two minutes to
regenerate each foot length of its body (60' / 18.3 m long in total), ten
minutes to regenerate an eye, and ten minutes to regenerate a wing.
- 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: 5 attacks per melee, +3 to strike, +4 to parry, and +6 to dodge.
- Damage: A Bite inflicts 6D6 M.D. with a W.R. of 10 and a Ram Attack inflicts 1D4x10 M.D.
with a W.R. of 9. Increase W.R. of all attacks by +1 for every four points of supernatural PS
above 22 (at values 26, 30, 34, etc.). In non magic-rich environments, attacks inflict S.D.C.
damage, but normal PS damage bonuses apply.
- Bonuses: +4 to save vs. all types of magic and +4 to save vs. psionics (counts as a
non-psychic).
- Penalties: Due to its emphasis on aerial combat, the Devourers will often ignore
ground units and perceive them as threats until after they attack.
- Natural Skills:
- 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.