Hydralisk
(Version 1.00 - Last Modified: 07/12/2002)
History
If any creature has come to represent the Zerg Swarm, it is the deadly Hydralisk.
These creatures form the shock troops of the swarm and large armies of
Hydralisks can quickly overwhelm even well defended positions. During the early
travels of the Overmind, it discovered a worm-like creature residing on an
ordinary planet. The creature was not violent, instead it was very peaceful and
docile, but it was very strong and had natural armor that protected it from the
predators and elements common to its planet. The Overmind saw great potential
in the worm creatures and quickly absorbed them into the swarm.
The worm-like creatures were transformed into violent and deadly creatures; they
were given stronger armor and even more powerful claws, but the main advantage
of the Hydralisk was from the very hard spines that it stores in its upper
carapace, originally from a different creature. The spines are fired from a
special aperture that has incredibly strong muscles, capable of sending the
spines at incredible speeds towards its target. A combination of the density of
the spines and their speed enables them to pierce even the hardest armor.
As with the Zerglings and the
Ultralisks, the Overmind devised a specialized breed of Hydralisks prior to the
invasion of Aiur. These creatures were stronger, faster, and more deadly, but it came
at a cost. The creatures lost some of their intelligence, their PPE, and their
agility.
Racial Statistics
- Alignment: None, considered to be an evil animal.
- Attributes:
- I.Q.: High Animal Intelligence, considered an IQ of 7.
- M.E.: 19 (16+1D6)
- M.A.: 3 (1D6)
- P.S.: 21 * (18+1D6)
- P.P.: 11 (8+1D6)
- P.E.: 14 * (10+2D4)
- P.B.: 3 (1D6)
- Spd: 17 (10+2D6)
- * PS and PE are considered supernatural
- Size: 9’ (2.7 m) long and 3’ (0.9 m) wide, but usually stands 6’ (1.8 m) tall.
- Weight: 350 lbs (158.8 kg)
- M.D.C.: 100 in magic rich areas (PE attribute x5 +1D6x10)
- M.D.C. Armor Rating: See ability number 3, Armor, under the Natural Abilities section.
- S.D.C.: 70 in non-magic rich areas (2D6x10)
- Hit Points: 72 in non-magic rich areas (PE attribute x3 +1D6x10)
- Armor Rating: See ability number 3, Armor, under the Natural Abilities section.
- Average Life Span: 120 years after transforming from a Larva.
- Horror Factor: 12 when encountered alone, 14 when two to ten Hydralisks are
encountered, and 16 if more then ten Hyralisks are encountered.
- P.P.E.: 80 (2D4x10+40)
- Magic Powers: None
- I.S.P.: None
- Psionic Powers: None
- Natural Abilities:
- Improved Hydralisk Upgrade:
It will take 12 hours to transform a standard Hydralisk into an improved Hydralisk.
During this time, the Hydralisk enters into a period of deep hibernation, from
which it cannot be disturbed even by the Overmind. During this hibernation
period, the creature’s body changes subtly to improve its abilities. After the
transformation is concluded, the Hydralisk will have the following bonuses: +6 to
Spd, +40 M.D.C. / S.D.C., +4 M.D. to claw strike, +6 M.D. to bite attack, +12 M.D.
to spine attack, +1000' (+305 m) to spine attack range, +3 to damage reduction and
+1 to M.D.C. Armor Rating (see natural ability #3), and regenerates at an increased
rate of +2 M.D.C. per melee. This improvement causes the Hydralisk to lose 75% of
its PPE, reduces its life span by 25%, and gives it a penalty of -3 to PP.
- Lurker Aspect:
A Hydralisk, either a standard one or an evolved one, can be transformed into a
Lurker. A Lurker is a special modification of a Hydralisk
based on genetic material from a creature that had been added to the Zerg Swarm
around the same time as the invasion of Aiur. To transform into a Lurker, the
Hydralisk will form an egg around itself and will stay in there for two weeks before
emerging as a fully mature Lurker. The egg has 200 M.D.C., has an M.D.C. Armor Rating
of 10, and regenerates at a rate of 1 M.D.C. per melee.
- Attacking Spines:
The Hydralisks’ most important weapons are the sharp spines that it can shoot at
incredible speeds. These spines are stored in the upper carapace of the creature and
regenerate at an amazing rate. Each spine has a range of 1000’ (305 m) and will
do 4D6 M.D. when it hits its target. A Hydralisk can hold 120 spines at any given
time and regenerates three spines every melee, so it would take 10 minutes to
completely regenerate all of its spines. Only one spine is fired at a time, volleys
of spines are not possible. The creature has a bonus of +5 to strike with its spines.
- 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 7 points. For example, if a volley of mini-missiles
inflicted 66 points of damage, it would be reduced to 59 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 Hydralisk can regenerate at an
amazing rate, and can regenerate whole limbs and body parts. As long as 25% of
the creature's body is still attached to its head, the creature will completely
refenerate. The creature regenerates at a rate of 6 M.D.C. per melee. It will take
two minutes to regenerate each foot length (0.3 m) of its body, fifteen minutes to
regenerate an eye, five minutes to regenerate an mandible (needs both mandibles to
perform a bite attack), and five 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: 4 attacks per melee, +4 to strike, +3 to parry, and +2 to dodge.
- Damage: A Claw Jab inflicts 2D4 M.D. with a W.R. (Weapon Rating) of 9, a Claw Slash
inflicts 3D4 M.D. with a W.R. of 9, a Bite inflicts 3D4 M.D. with a W.R. of 9, and a
Ram Attack inflicts 1D4 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: +4 to save vs. all types of magic and +4 to save vs. psionics (counts as a
non-psychic).
- Penalties: The Hydralisks are very brutal and sadistic and will often attack and
kill injured opponents even while there are other dangers surrounding them. Many have
been known to begin eating fallen enemies in the middle of a battle.
- Natural Skills:
- Land Navigation (80%)
- 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.