Drone
(Version 1.01 - Last Modified: 03/30/2003)
History
Drones fill a very important role in the continuation of the Zerg Swarm. They function
as laborers, gather resources, transport food and eggs over land, and provide
general maintenance to a Hive Cluster. The Drones can also mutate into one of
the structures used by the Zerg, such as a Hive or a Creep Colony. Inside each
Drone are the genetic codes to transform it into a living building that feeds
off of the Creep that permeates the ground around a Hive Cluster.
The Drones transform into buildings in a similar manner as larvae transform into
other Zerg creatures. With a command from an Overlord, a Cerebrate, or the
Overmind, a Drone will disturb the delicate balance the separate genetic codes
in its bodies live in, thus causing a drastic mutation in the Drone’s body. The
Drone will then form an eggshell-like covering around itself while it mutates
into whatever building is needed by the Hive Cluster. Once started, the process
cannot be changed or stopped by any means except killing the creature.
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 3.
- M.E.: 12 (10+1D4)
- M.A.: 3 (1D6)
- P.S.: 19 * (15+2D4)
- P.P.: 10 (8+1D4)
- P.E.: 14 * (10+1D6)
- P.B.: 4 (2D4)
- Spd: 12 (10+1D4)
- * PS and PE are considered supernatural
- Size: 1’ (30.5 cm) high, 3’ (0.9 m) wide, and 4’ (1.2 m) in length.
- Weight: 80 lbs (36.3 kg)
- M.D.C.: 48 in magic rich areas (PE attribute x2 +1D4x10)
- 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 (PEx2 +10)
- Armor Rating: See ability number 3, Armor, under the Natural Abilities section.
- Average Life Span: 100 years after transforming from a Larva.
- Horror Factor: 10
- P.P.E.: 5D6
- Magic Powers: None
- Natural Abilities:
- Evolutionary Transformation:
With a single command from an Overlord, a Cerebrate, or the Overmind, a Drone can
transform itself into any structure used by the Zerg. The gestation period
differs depending on the size of the building. It takes between 4 to 8 weeks
for small buildings, 6 to 12 weeks for medium sized buildings, and 10 to 20
weeks for larger buildings. While transforming, the Drone will be incased in a
protective egg that will have 100 M.D.C. and an additional +50 M.D.C. for each
completed week that the building gestates. For example, an egg that has been
gestating for six weeks would have 350 M.D.C., while a building that has only
been gestating for two weeks could take only 150 M.D.C. before being destroyed.
The egg has an M.D.C. Armor Rating of 10 and regenerates at a rate of 1 M.D.C.
per melee.
- Acid Spray:
The Drone has a special gland in its mouth that allows it to spray a highly
corrosive acid at will. The acid spray inflicts 1D6 M.D. on contact and an
additional 1D4 M.D. at the beginning of each melee for the following 1D6 melees,
unless it is washed off with water, which will require two melee actions. The
spray cannot be used underwater and has a range of 10' (3.1 m) in an atmosphere
and 80' (24.4 m) in space.
- 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, either from normal or
magical attacks, by 2 points. For example, if a volley of mini-missiles
inflicted 66 points of damage, it would be reduced to 64 points of damage.
Damage cannot be reduced below zero. The creature has an M.D.C. Armor Rating of 6
in magic-rich environments.
- Regeneration:
A feature from the original Zerg creature, the Drone 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, and ten minutes to
regenerate a mandible (needs both mandibles to perform a bite attack).
- 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: 2 attacks per melee, +1 to strike, and +1 to dodge.
- Damage: A Bite inflicts 2D4 M.D. with a W.R. (Weapon Rating) of 8 and a Ram Attack
inflicts 1D6 M.D. with a W.R. of 8. Increase W.R. of all attacks by +1 for every four points
of supernatural PS above 18 (at values 22, 26, 30, etc.). In non magic-rich environments,
attacks inflict S.D.C. damage, but normal PS damage bonuses apply.
- Bonuses: +1 to save vs. all types of magic and +1 to save vs. psionics (counts as a
non-psychic).
- Penalties: The drones are not very bright and have difficulty perceiving dangers
unless the Overmind, a Cerebrate, or an Overlord is paying close attention to them. They
will often wait for an enemy to attack first before responding. There is also a 50% chance
that the drone will run away and attempt to hide from an enemy instead of fighting it.
- 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.